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?
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?
probably something in the shader I gave you. Post it here inside code brackets so someone else who this kinda thing can help you
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.
**** 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!
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
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?
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
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!
Now just tell me if those values are the same as in supply depot?
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?
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=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
?
I already gave the Supply values for _color and ambient; For the skybox just look into shader files as suggested
q3map_sun doc:
http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html#q3map_sun