shadow drop


(nAb.Death) #1

Hey guys, so after a final compile of my map i found out the shadow doesnt wanna drop on the grass… it drops on everything else but grass

here are the screens:




Why is that?


(twt_thunder) #2

probably something in the shader I gave you. Post it here inside code brackets so someone else who this kinda thing can help you


(stealth6) #3

I’m guessing the grass has a shader to allow landmines, but you forgot to add the lightmap stage?

I don’t know the exact thing to fix it and I don’t have W:ET in front of me, but if you search the default shaders for this: “map $lightmap” you should be able to figure it out I think. (or maybe somebody else can fill in the blanks)

EDIT: Just found this site: http://www.bpeers.com/software/q3ase/q3asetutorial.html has some interesting info about shaders.

Most shaders have a lightmap stage, which causes the shader to be affected by the surrounding lighting.


(nAb.Death) #4

**** it if there is no easy way to fix it, i’ll just publish it like this… after one and a half year of making this map i can finally publish it. I would like to thank you all for all the help you provided, specially thunder_13th who helped me the most. I couldn’t do it with out you guys.

One last question: Are theese values the same as in supply? (i want them to be):

Thanks!


(nAb.Death) #5

And if its possible to set the position of the sun in the sky?

because i dont like the position of the sun, i want it to shine from the different direction :slight_smile:


(twt_thunder) #6

dont know about the sun, think this is “fixed” in skybox.
for shader try to replace the “fabase” shader with this one and compile again:

textures/temperate_sd/grass_dense1
{
	
	q3map_lightmapsamplesize 64
	q3map_lightmapaxis z
	q3map_texturesize 512 512
	q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 )
	surfaceparm grassteps
	surfaceparm landmine
		{
           map textures/temperate_sd/grass_dense1.tga 
	    }
		{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
	    }
}

Nb! havent tested it so do a backup of the old shader!!

I think I will make a little tutorial how to add skyboxes the way I do it. its pretty easy.

did you manage the objdata file?


(KeMoN) #7

To set the sun you need to modify the following parameter in your sky shader:

q3map_sunExt red green blue intensity degrees elevation deviance samples

The settings that are mainly of interest for you are: degrees and elevation

Check with RobotRenegade for proper usage of the shader parameter.

Regards


(nAb.Death) #8

Thanks to both, i’ll work on it later

yes


(nAb.Death) #9
textures/temperate_sd/grass_dense1
{
	
	q3map_lightmapsamplesize 64
	q3map_lightmapaxis z
	q3map_texturesize 512 512
	q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 )
	surfaceparm grassteps
	surfaceparm landmine
		{
           map textures/temperate_sd/grass_dense1.tga 
	    }
		{
		map $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		tcGen lightmap
	    }
}

this works, thanks again thunder! :smiley:

Now just tell me if those values are the same as in supply depot?


(.Chris.) #10

Look in supply depot pk3?


(twt_thunder) #11

How would that help him? he had to decompile the map to see it??

EDIT:
Had a look at sdsiwaky shader:

textures/skies_sd/sd_siwasky
{
	nocompress
	qer_editorimage textures/skies_sd/nero_bluelight.tga
	q3map_lightimage textures/skies_sd/siwa_clouds.tga
	
	q3map_sun 0.75 0.70 0.6 135 199 49
	q3map_skylight 75 3
	sunshader textures/skies_sd/siwasunbright
	
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight
	surfaceparm sky
	
	skyparms textures/skies_sd/wurzburg_env/sky 512 -
 
	{
		fog off
		clampmap textures/skies_sd/siwa_mask.tga
		tcMod scale 0.956 0.956
		tcMod transform 1 0 0 1 -1 -1
		rgbGen identityLighting

	}
}

and I guess you can change something in this line:

q3map_sun 0.75 0.70 0.6 135 199 49

I am not sure but my guess is that its the 3 last who gives you the position of the sun.
@stealth can you help out here?


(Magic) #12

3 first values is the color - the next one is the brightness - next is degrees (0 = east - 90 = north - 180 = west - 270 = south )
the last value is elevation - (0 = sunrise - 90 = noon)


(nAb.Death) #13

[QUOTE=Magic;494816]3 first values is the color - the next one is the brightness - next is degrees (0 = east - 90 = north - 180 = west - 270 = south )
the last value is elevation - (0 = sunrise - 90 = noon)[/QUOTE]

so if i want my sun to shine from the south and if i want it on the top (noon) i have to use:
q3map_sun 0.75 0.70 0.6 135 270 90

?


(Mateos) #14

I already gave the Supply values for _color and ambient; For the skybox just look into shader files as suggested :slight_smile:

q3map_sun doc:
http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_sun


(nAb.Death) #15

ok i fixed everything, the sun works like i want it to now :smiley:
Thanks