Title: Skybox doesn't add to lightmap
Post by: BrainChemistry on May 18, 2008, 12:08:00 PM
Hi there! Actually I need to brighten up the scene I am mapping. So I copied the original shader: textures/nki_shaders/tropicalsky { qer_editorimage env/sky1/sky001_ft.jpg nopicmip noMipMaps // q3map_lightmapFilterRadius self other q3map_lightmapFilterRadius 0 8 //to blur q3map_skylight when it has less than 4 iterations, to avoid the "stadium effect" // q3map_skylight amount iterations q3map_skylight 70 4 q3map_lightRGB 0.4 0.75 1 // q3map_lightmapBrightness 2.0 // q3map_sunExt red green blue intensity degrees elevation deviance samples q3map_sunExt 1 0.84 0.51 140 200 40 4 4 // q3map_lightsubdivide 256 q3map_globaltexture skyParms env/sky1/sky001 512 - surfaceparm noimpact surfaceparm nolightmap surfaceparm sky }
I rised the intensity value from 140 to up tp 1200 (at q3map_sunEXT command). There was no difference in the compiled map though. I removed any point light and... darkness... Then I used a simple skybox definition (which worked in other games): textures/whatever/sky/pr512 { qer_editorimage textures/whatever/sky/pr512_up.tga surfaceparm noimpact surfaceparm nolightmap q3map_globaltexture q3map_lightsubdivide 256 q3map_surfacelight 400 surfaceparm sky q3map_sun 1.0 1.0 0.8 150 180 80 skyParms textures/whatever/sky/pr512 128 - }
Even this didn't work. Darkness. Any ideas? Thanks. EDIT: The sky itseld can be seen though.
Title: Re: Skybox doesn't add to lightmap
Post by: cosmo on May 20, 2008, 12:56:27 AM
Just for testing reasons, what tells you q3map2 during light compilestep? Try to replace your environmental map with some clouds and see if it works. skyParms full 512 - { map textures/skies/intelredclouds.jpg tcmod scale 2 3 tcmod scroll -.01 .02 } { map textures/skies/killsky_1.jpg blendfunc filter tcmod scale 3 2 tcmod scroll 0.05 0.03 }
Title: Re: Skybox doesn't add to lightmap
Post by: BrainChemistry on May 24, 2008, 04:27:26 PM
This is quote from light step: --- Light --- Fast mode enabled Default lightmap sample size set to 4x4 units Adaptive supersampling enabled with 2 sample(s) per lightmap texel Lightmap filtering enabled Patch shadow casting enabled Dark lightmap seams enabled Storing all lightmaps externally Default lightmap size set to 256 x 256 pixels Storing all lightmaps externally Custom info parms enabled Loading C:\whatever.bsp Loading C:\whatever.srf Loading C:\whatever.map entering C:\whatever.map --- SetupGrid --- Grid size = { 64, 64, 128 } 10850 grid points 10 point lights 0 spotlights 0 diffuse (area) lights 0 sun/sky lights 10 total lights 0 culled lights --- TraceGrid --- 0...1...2...3...4...5...6...7...8...9... (1) 62 x 35 x 5 = 10850 grid --- MapRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (1) 850840 luxels 641201 luxels mapped 41361 luxels occluded 10 total lights 0 culled lights --- IlluminateRawLightmap --- 0...1...2...3...4...5...6...7...8...9... (3) 850840 luxels illuminated --- IlluminateVertexes --- 0...1...2...3...4...5...6...7...8...9... (0) 1186 vertexes illuminated --- StoreSurfaceLightmaps --- 694112 luxels used 0 luxels stored (0.00 percent efficiency) 96 solid surface lightmaps 119 identical surface lightmaps, using 863278 luxels 0 vertex forced surfaces 0 vertex approximated surfaces 8 BSP lightmaps 8 total lightmaps 34 unique lightmap/shader combinations Looks okay to me. About the sky thing, I will try this later.
Title: Re: Skybox doesn't add to lightmap
Post by: cosmo on May 25, 2008, 02:00:14 AM
10 point lights 0 spotlights 0 diffuse (area) lights 0 sun/sky lights 10 total lights 0 culled lights This is not okay. (0 sun/sky lights) q3map2 doesn't read your shader the right way or you didn't apply the sun shader to your sky brush.
Title: Re: Skybox doesn't add to lightmap
Post by: BrainChemistry on May 25, 2008, 04:10:21 AM
Damn, you're right. Might be related to the other problem I recently posted (http://openarena.ws/board/index.php?topic=1820.0 (http://openarena.ws/board/index.php?topic=1820.0)). When I fixed this I will post here. Thanks so far!
BTW: The sky shader is applied to the sky brush.
|