lfnetwork.com mark read register faq members calendar

Thread: Lighting
Thread Tools Display Modes
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Old 07-14-2003, 12:33 PM   #1
inpsyte
 
inpsyte's Avatar
 
Join Date: Jul 2003
Posts: 2
Lighting

I am working on a multi-player map, and I want to add an ambient light like ffa_bespin (if that is an ambient light) either way I want it lit up like ffa_bespin, Richdeisils tutorials have been very helpful but I could not find anything about ambient lighting, please help me out

thank you
-inpsyte-
inpsyte is offline   you may: quote & reply,
Old 07-14-2003, 01:43 PM   #2
Eldritch
Mmm, Donuts
 
Eldritch's Avatar
 
Join Date: Sep 2002
Location: Orlando, FL
Posts: 3,216
It takes two keys to add ambient light to a map.

First, open up the Worldspawn entity in the Entity menu (press N with nothing selected). Make sure you select Worldspawn, then enter:

key = _ambient
value = 30 (this is similar to assigning a brightness value when creating a light entity... don't put it too high, though.

key = _color
value = 1 1 1 (These numbers correspond to RGB values... 1 1 1 is white, 0 0 0 is black).

But if you're looking for something like a ffa_bespin style lighting... I think they used a light emitting sky shader.

Eldritch is offline   you may: quote & reply,
Old 07-15-2003, 02:22 AM   #3
inpsyte
 
inpsyte's Avatar
 
Join Date: Jul 2003
Posts: 2
light emitting sky shader, is there anywhere I can find out more about how to do this?

thanks for your help
inpsyte is offline   you may: quote & reply,
Old 07-15-2003, 02:54 AM   #4
rgoer
 
rgoer's Avatar
 
Join Date: Jan 2003
Location: Raleigh
Posts: 316
Take a few hours to read, over and over and over again, the Quake III Arena Shader Bible. After you read it, read it again. Then, just for good measure, read it three more times. Completely. Don't skim. Then, after you feel like you fully, completely, totally understand the basics, the part you will be interested in is the part about skyparms and q3map_surfacelight. Once you've got that down, you should head over to shaderlab and read the q3map2 manual to understand q3map_skylight--it's a little more useful than just the normal surfacelight.
rgoer is offline   you may: quote & reply,
Old 07-15-2003, 04:15 AM   #5
Emon
Strong Bad's Henchman
 
Emon's Avatar
 
Join Date: Jan 2002
Location: The Massassi Temple
Posts: 3,468
_minLight is better than ambient because it won't mess with parts already lit. Only works with Q3Map2, which comes with GtkRadiant 1.2.11 and up.
Emon is offline   you may: quote & reply,
Old 07-15-2003, 11:40 AM   #6
wedge2211
Commander, Rogue Squadron
 
wedge2211's Avatar
 
Join Date: Jul 2002
Location: Ithaca, NY
Posts: 2,320
That's interesting, Emon...


wedge2211 is offline   you may: quote & reply,
Post a new thread. Add a reply to this thread. Indicate all threads in this forum as read. Subscribe to this forum. RSS feed: this forum RSS feed: all forums
Go Back   LucasForums > Network > JediKnight Series > Editing Central > JO Mapping > Lighting

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 08:21 PM.

LFNetwork, LLC ©2002-2011 - All rights reserved.
Powered by vBulletin®
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.