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Old 04-25-2002, 05:48 PM   #1
mikemj33
 
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Question Skies and light

I've been reading in a few quake 3 tutorials that the skies emit light. How do I go about doing this in JK?

Thanks
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Old 04-25-2002, 05:59 PM   #2
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Certain skies do emit light. What you have to do is make a brush that is to be a sky. Then, from the skies menu under Textures, look for a sky that you like out of the component pieces, and then find the shader (it will be one of the small, blue and black checkered looking textures with a white border around it) that has a matching name. Use only the shader to make the sky. Don't worry about it saying it can't load the texture during editing or during the bsp process, it will work in the game. If you want an example of a sky that emits light, artus_light or yavin will do. Also note that both of those skies also have ground components, so you can make an entire box of nothing but sky and then place your level within it.
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Old 04-25-2002, 06:46 PM   #3
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Ok, I'll have to try that.

Now since I have this thread here I'll get this one out of the way too. Is there a specific bsp that will fuly light the level, just so I can test it without setting up all the lights?
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Old 04-25-2002, 07:33 PM   #4
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try the bsp nolight. that should be it...
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Old 04-25-2002, 08:57 PM   #5
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Thanks, I think I'm getting the hang of this now.

Last edited by mikemj33; 04-27-2002 at 02:36 PM.
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Old 04-25-2002, 09:21 PM   #6
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Thanks just the info I was looking for also.


www.ign.com
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Old 04-26-2002, 01:27 AM   #7
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ok guys i had the same problem, but i got a solution.

open the shader file for skies by pressing shift + Left-click on mouse on a sky shader file.

ok now when you want a certain sky to emit light (IE: i wanted the bespin one, so i'll show you what i did)

WHEN YOU OPEN THE SHADER FILE IT SAYS THIS:

textures/skies/normallight
{
qer_editorimage textures/skies/sky.tga
q3map_surfacelight 75
q3map_lightsubdivide 512
sun 0.75 0.79 1 250 0 65
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
q3map_nolightmap
skyParms textures/skies/nebula2 512 -
}

textures/skies/ships
{
qer_editorimage textures/skies/sky.tga
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
q3map_nolightmap
skyParms textures/skies/nebula2 512 -
}

textures/skies/bluelight
{
lightcolor ( 0 0 1 )
qer_editorimage textures/skies/sky.tga
q3map_surfacelight 35
sun 0.75 0.79 1 130 0 40
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
q3map_nolightmap
skyParms textures/skies/nebula2 512 -
}

textures/skies/orangelight
{
lightcolor ( 1 0.501961 0 )
qer_editorimage textures/skies/sky.tga
q3map_surfacelight 200
q3map_lightsubdivide 512
sun 0.75 0.79 1 250 40 60
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
q3map_nolightmap
skyParms textures/skies/nebula2 512 -
}

textures/skies/test
{
qer_editorimage textures/skies/sky.tga
q3map_surfacelight 75
q3map_lightsubdivide 512
sun 0.75 0.79 1 50 0 65
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
surfaceparm metalsteps
q3map_nolightmap
skyParms textures/skies/test 512 -
}

textures/skies/test2
{
qer_editorimage textures/skies/sky.tga
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
notc
q3map_nolightmap
skyParms textures/skies/desert 512 -
}

textures/skies/bespin
{
qer_editorimage textures/skies/sky.tga
surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
notc
q3map_nolightmap
skyParms textures/skies/bespin 512 -
}


now you see the part where it says textures/skies/bespin
you need to add some lines to the code. add the following code after on the next line where it says qer_editorimage textures/skies/sky.tga

q3map_surfacelight 75
q3map_lightsubdivide 512
sun 0.75 0.79 1 50 0 65

then take out the line that says "notc" and replace it with this line:

surfaceparm metalsteps

I did this, and my Bespin Sky admited light. i'm sure you can change the values of the sun to change how much light you want (i still need to try that out) but other then that there you go. Hope that Helps!
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Old 04-26-2002, 04:39 AM   #8
UniKorn
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Hrm,

surface parm metalsteps means that if you step on it, you will hear metal steps. Why would that be needed in a sky shader?


Mapcenter:
http://www.map-center.com
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Old 04-26-2002, 09:51 AM   #9
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It would have to be an accident. They probably took it from another texture and forgot for get rid of the metalsteps line. No matter.
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Old 04-26-2002, 10:34 AM   #10
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Well the shaders name is test But I was actually talking about the solution that was being provided


Mapcenter:
http://www.map-center.com
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Old 04-26-2002, 11:38 AM   #11
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i added that line in just to make sure it would work guys. i havn't tried without it yet, but i will after i get home. I am in school right now during 2nd period. But it works trust me, i got my bespin sky to amit light. just need to see if i can make it so that not that much light is given off the shader because i want my map do be more like during the evening.
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Old 04-26-2002, 11:43 AM   #12
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I tried it, it didn't work. Plus wouldn't editing the shader affect all maps in the game that use that shader?


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Old 04-26-2002, 11:56 AM   #13
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which bsp command did you use?
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Old 04-26-2002, 12:17 PM   #14
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I used the full one, and it was the same as it was before, the sky was lit up, but it didn't light the outdoors.


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Old 04-26-2002, 12:22 PM   #15
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can can some take a picture on where you change the light settings. Where you can make one light really bright. I have seen others but did not look the same. Pls. maybe some other screens on on the steps on adding a light then making it bright.

here is some place you can store the pics:

http://fsonline.ca/uploads/uploader.php

and to view

http://fsonline.ca/uploads/uploads
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Old 04-28-2002, 08:53 PM   #16
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skies have always irked me, this should help, thx :]
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