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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: how to turn down light sky gives off
poseyj
General Member
Since: Oct 31, 2002
Posts: 97
Last: Jan 13, 2003
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Level 3
Category: SoFII Mapping
Posted: Tuesday, Nov. 5, 2002 05:14 am
is there a way? i want a dark sky that gives not much light.. but the sunset sky still gives a huge amount of light and it is shining in all my corners in the house :( i wish i knew how to fix that light leaking without thickening walls, because its too strenous to go back on my entire level and thicken every wall.
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Tuesday, Nov. 5, 2002 05:45 am
even by thickening every wall, it only reduces, not eliminates the effect.

You have to remember that you as a mapper are far more critical than the end player.. after all they are there to shoot each other dead :2guns:

As for the sky issue, you have to create your own shader. (UNIQUELY named.. I cannot stress that enough.. unique from everyone else in the world, not just unique from the Raven set)


If you're really comfortable with shaders, I'll post a sampl,e but if you're in a little over your head for them, I'd recommend waiting till you learn more about how they work.

I'll be here for a long time yet so don't feel you have to rush to learn everything instantly.. Read the docs in the sdkdocs folder to start with.. some information there.. some more posted on this site somewhere.. you'll have to do a search.

Anyways. lemme know when you're ready for it and I'll post a sample shader.
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poseyj
General Member
Since: Oct 31, 2002
Posts: 97
Last: Jan 13, 2003
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Level 3
Category: SoFII Mapping
Posted: Tuesday, Nov. 5, 2002 06:24 am
hmmm

so by making my own 'shader' i can fix these problems im having? really the main problem is darkness in corners now. i just made a skybox around my entire level. i found a night sky texture, one that gives off very little light. the perfect amount actually. but now it isn't light thats getting into the corners, its darkness, and there is much darkness in ALL the corners of my house now.

so would learning how shaders work and creating my own fix this? i wanted to just start on the outside and everything would be hunky dory, but now my whole insides lighting is fubard when i make a skybox. :(
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Foxhound
Preferred PLUS Member
Since: May 31, 2002
Posts: 5983
Last: Sep 6, 2014
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Level 10
Admin
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Im a fan of MODSonair
Category: SoFII Mapping
Posted: Tuesday, Nov. 5, 2002 01:25 pm
Just learning about and creating shaders can help out quite alot. N created a little program to help the mapper in creating the shaders for SoF2.

You can get it here , great little program.

Cheers
I sometimes wonder... "Why is that frisbee getting larger?" .............and then it hits me.

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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Tuesday, Nov. 5, 2002 01:51 pm
If your ambient light setting is already what you desire, you can fix up the areas where it is too dark by adding light entities... Simply change height, and/or light value to achieve desired effect
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N
General Member
Since: Jun 14, 2002
Posts: 226
Last: Jan 26, 2005
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Level 4
Category: SoFII Mapping
Posted: Tuesday, Nov. 5, 2002 04:42 pm
Fox, you plugged my program AND called it great -- you totally made my day. :D

I'd say that it sounds like you've got more than problem with just the shader. You need to look at and evaluate the design of what you're building. If you have dark corners, then perhaps you need to add just a slight bit of ambient light to the map. Or perhaps in some of the darker areas, think of an attractive, creative way to get some lights into the corners.

Or, at the very least, you could put in some very faint point lights to take the edge off of the corner shadows.

Adding 'track lighting' to some ceilings can help eliminate those shadows as well, and for that, well, I can recommend using my program and a bit of graphic searching to help you tweak your map to the fullest.

All this talk about it makes me wish I still had the tools installed to fool around with it. :P
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sly_si_the_super_spy
General Member
Since: Jul 20, 2002
Posts: 48
Last: Nov 5, 2002
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Level 2
Category: SoFII Mapping
Posted: Tuesday, Nov. 5, 2002 05:50 pm
It is a key in worldspawn apparntly

Skyintensity
default is 1
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Wednesday, Nov. 6, 2002 12:14 am
The shaders themselves also contain a light value.. the nynight for example has a sun setting with a bluish color to it (to simulate moonlight) there is a surface light factor that emits a value of 30 from all 6 sides.

This is why through some windows you get that 50 images on the floor of the same window.. each section the compiler looks at has a surface light at a different angle to the window, and so it casts multiple shadows in multiple directions.
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