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Author Topic: Skybox doesn't add to lightmap  (Read 10497 times)
BrainChemistry
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« 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:

Code:
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):

Code:
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.
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cosmo
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« Reply #1 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.

Code:
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
}
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BrainChemistry
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« Reply #2 on: May 24, 2008, 04:27:26 PM »

This is quote from light step:

Code:
--- 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.
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cosmo
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« Reply #3 on: May 25, 2008, 02:00:14 AM »

Code:
       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.
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BrainChemistry
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« Reply #4 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). When I fixed this I will post here. Thanks so far!

BTW: The sky shader is applied to the sky brush.
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