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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: clear brite sun
molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Sunday, Sep. 4, 2005 03:50 pm
Hi guys,

I have some problem lighting my map. It's an outdoor map with buildings and a wide open area. The problem is that I have a too much contrast difference between lighted sides and shadowed ones!
Furthermore I'm looking to have a constant smooth light everywere in the map, but I failed to find the way !

Here's a picture :


I wonder if someone here would be gentle enough to try lighting it and expain to me how he did it !

Here are the source files:
highlite.bsp
highlite.map

I made a mistake using a custom texture, for this testmap,
so this is the texture file: wtc_ext2_chrome.jpg
and this is the shader file:
wtc_tex.shader

THX a lot for your help
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Sunday, Sep. 4, 2005 04:00 pm
Sorry I made an other mistake, I used custom glass too!
So you'd better replace it by an original one before compiling ![biggrin]

I would be glad to be offered 100$ and a donut too!
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
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Level 2
Category: SoFII Mapping
Posted: Sunday, Sep. 4, 2005 06:19 pm
Ok,

I changed the map file so that there is no texture to replace,
just have to use your lighting science [tongue]
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
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Level 8
Category: SoFII Mapping
Posted: Sunday, Sep. 4, 2005 10:06 pm
If you after a generic "all light" you can use "ambient" or "_minlight" values in the worldspawn...
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Sunday, Sep. 4, 2005 10:28 pm
Hi

What does all light means ?
One thing is sure, I'm not after full bright !
I already tryed ambient but it didn't worked, or I wasn't able to see a difference !
What are the possible values for ambient ? (max-min)
What is _minilight about ?

THX bro
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
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Level 2
Category: SoFII Mapping
Posted: Sunday, Sep. 4, 2005 10:48 pm
http://www.modsonline.com/Tutorials-read-176.html
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Ravennl
General Member
Since: Jul 12, 2005
Posts: 27
Last: Sep 5, 2005
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Level 2
Category: SoFII Mapping
Posted: Monday, Sep. 5, 2005 02:58 pm
out of my head so i might be wrong..

1way:
open entities dialogue (press L), select worldspawn, close dialogue.
open properties (press n), enter new key _minlight, with value between 1-10 (can be more, but it freaking ugly), make sure you hit enter to add the new key..

2ndway:
create your own sky shader and fiddle with the number. Change 'skyLight 84' to something else for more/less overall light i think..
sample sky shader:


textures/yourmap/yoursky
{
qer_editorimage textures/tools/editor_images/qer_sky
// q3map_sun= (Red) (Green) (Blue) (sun intensity) (sun degrees) (sun altitude)
q3map_sunExt 1 1 0.5 300 130 88 2 16 //the parameters of sun plus 2 16 (Penumbra)
q3map_lightmapFilterRadius 0 64 //additional command
q3map_skyLight 84 3 //the value of q3map_surfacelight plus 3

surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
notc
q3map_nolightmap
skyParms textures/skies/hk1 512 -
}
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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Monday, Sep. 5, 2005 10:22 pm
I have a question

I know that I can modify the textures files and test the map without compilng it again

I wonder if I can do it the same way with shaders, like for a sky shader !

What do you think ?

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molosev
General Member
Since: Sep 24, 2004
Posts: 28
Last: Jan 16, 2008
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Monday, Sep. 5, 2005 10:23 pm
Think I will try !



edited on Sep. 5, 2005 05:27 pm by molosev
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PleaseMYOB
General Member
Since: Dec 8, 2003
Posts: 1709
Last: Oct 1, 2009
[view latest posts]
Level 8
Category: SoFII Mapping
Posted: Monday, Sep. 5, 2005 11:40 pm
The shader controls the light phase of the comile process, you will have to compile again after adjustin your sky shader values...
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