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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: worldspawn ambient lighting question
ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Tuesday, Aug. 20, 2002 05:32 am
O.K., I have a couple of questions.

First how do I get the worldspawn ambient lighting to only affect the area that is outside of my building and not inside? Whenever I turn it on it shags up my lighting inside of my building.

Also what would be a good ambient/_color setting to simulate a nice sunny day (RGB)?

Thanks
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[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Tuesday, Aug. 20, 2002 12:30 pm
Ambient lighting affects your whole map.  It's like a minimum lighting level to get rid of dark corners.

Most people consider it cheating to use it. ;)
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Wednesday, Aug. 21, 2002 03:38 am
Ok... I don't want to cheat I want to do it right. Should I just use regular lights to light my terrain inside my skybox? The ambient lighting looks pretty crappy anyway. Thanks for your reply vortex!
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spike232~rb
General Member
Since: Dec 23, 2006
Posts: 5892
Last: Dec 23, 2006
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Level 10
Category: SoFII Mapping
Posted: Wednesday, Aug. 21, 2002 12:34 pm
does ur skybox not provide enought light??
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[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Wednesday, Aug. 21, 2002 01:33 pm
Some skybox shaders provide a parameter for sunlight, some don't.  Still, it's the best way to get light in outdoor areas.

The sunlight shader key works like this:
Key: q3map_sun
Value: <r> <g> <b> <intensity> <degrees> <elevation>

rgb is the rgb color, each normalized 0.0 to 1.0 with a space between.
intensity is the brightness of the sun.  This light does not weaken with distance.
degrees is the angle of the source of the sunlight (0 = east, 90 = north, etc).
elevation is degrees up from the horizon (0 = horizon, 90 = high noon).

You'll probably also want to include a q3map_surfacelight property in your skybrush to fill in the shadows, since the sunlight is very directional and looks like crap by itself. Key: q3map_surfacelight, Value: <light value>

If the skybrush is overcast or night, make the sunlight weak relative to the surfacelight.  If it's a clear day make the sunlight stronger to create stronger shadows.
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Thursday, Aug. 22, 2002 07:10 am
U da man Vortex.... thanx!!! Much appreciated!!!
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Gabriel~rb
General Member
Since: Dec 23, 2006
Posts: 23
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Wednesday, Aug. 28, 2002 04:24 am
Sorry for the late response.  Here is a skybox shader example for you to peruse:

//SKYBOXES
q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
color will be normalized, so it doesn't matter what range you use
intensity falls off with angle but not distance 100 is a fairly bright sun
degree of 0 = from the east, 90 = north, etc.  altitude of 0 = sunrise/set, 90 = noon

textures/mytexdirectory/Gabriel_skybox
{
qer_editorimage textures/mytexdirectory/Gabrielsky1.tga
surfaceparm noimpact
surfaceparm nolightmap
q3map_lightsubdivide 512
surfaceparm sky
q3map_sun .5 .37 .19 150 11 39
q3map_surfacelight 85

skyparms env/mymapname/Gabrielsky - -
}


In order for these types of skyboxes to work you have to add a folder named env to your base folder.  Within the env folder you create another folder and name it after your map.  You will then add the six jpeg.s of your skybox (bottom, right, left, front, back, and top) to this folder.  A great program for rendering skyboxes is Terragen.

You will then have to create an application texture Gabrielsky1.tga and save it into a texture directory of your choice.  If you are making a level in GTK you will need to add your new shader to the scripts folder and add its name to the shaderlist.

Now you can load radiant and then the texture folder that contains your application texture.  Just apply the texture to the six skybox brush faces and compile.  The engine should line the sky edges up correctly if you rendered them efficiently.
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ShockRave~rb
General Member
Since: Dec 23, 2006
Posts: 58
Last: Dec 23, 2006
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Level 3
Category: SoFII Mapping
Posted: Saturday, Aug. 31, 2002 11:23 am
Thanks for the reply!
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Gabriel~rb
General Member
Since: Dec 23, 2006
Posts: 23
Last: Dec 23, 2006
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Level 1
Category: SoFII Mapping
Posted: Saturday, Aug. 31, 2002 07:08 pm
You are welcome :)  That is what I am here for.
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[AoG]Vortex~rb
General Member
Since: Dec 23, 2006
Posts: 413
Last: Dec 23, 2006
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Level 5
Category: SoFII Mapping
Posted: Tuesday, Sep. 3, 2002 07:16 pm
Whoops!  Forgot the env thing.  My bad.

BTW: Congrats on the Raven position, Gabriel (Hey, better late than never, right?)!
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