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Author Topic: lighting with textures in GTKRadiant  (Read 14341 times)
AMiSM
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« on: June 22, 2007, 07:20:02 PM »

  OK, this is probably a noob question, but I've looked online and searched the forums, to no avail.
  When I use a texture for lighting, I get this puny amount of light, and I don't know what the key is to alter the amount of light coming from it. 
  One site I saw said something about "connecting" the texture to a light entity.  What's up with that?
  Anyway, what is the correct way of handling lighting textures in GTKRadiant?
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kick52
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« Reply #1 on: June 23, 2007, 08:33:22 AM »

you can press n to alter the properties of entities. you may be able to add light to it by using the 'light' key.

though, you may only be able to change the light by changing the shader. (though im not sure really. this might be how light it is, or how much light it sends out.)
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stroggi
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« Reply #2 on: June 24, 2007, 03:52:34 AM »

you need to look at shaders

http://q3map2.everyonelookbusy.net/shader_manual/contents.htm
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kick52
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« Reply #3 on: June 24, 2007, 10:04:50 AM »


you are giving that link to _everyone_ :/
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AMiSM
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« Reply #4 on: June 24, 2007, 01:42:13 PM »

  Are shaders pivotal in Q3 lighting?  I've done some HL maps.  Are the mechanics for lighting generally more complex in Q3 than HL?
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dmn_clown
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« Reply #5 on: June 24, 2007, 01:49:17 PM »

They can be and yes.
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AMiSM
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« Reply #6 on: June 24, 2007, 02:03:53 PM »

  Yes, shaders are pivotal, or yes, the mechanics are more complex?
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dmn_clown
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« Reply #7 on: June 24, 2007, 03:22:20 PM »

shaders are pivotal,

They can be

Quote
the mechanics are more complex?

Yes
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AMiSM
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« Reply #8 on: June 24, 2007, 04:08:23 PM »

  Guess I'll be reading about shaders for awhile.
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