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Posted: Mon Aug 29, 2005 8:42 pm
by Lukin
Decrease fourth value (90) in q3map_sun parm.

http://www.shaderlab.com/q3map2/shader_ ... 3.html#sun

Posted: Mon Aug 29, 2005 9:10 pm
by obsidian
You also probably need q3map_skylight.

Experiment with the sun/sunExt intensity value as well as the skylight amount value. Larger intensity values with small amount values will result in darker shadows, while smaller intensity values with greater amount values will result in lighter shadows.

I recommend the use of q3map_sunExt over normal q3map_sun for better quality of shadow edges.

Read this:
http://www.shaderlab.com/q3map2/shader_manual/apI.html

Posted: Mon Aug 29, 2005 9:54 pm
by StormShadow
thx lukin... i always thought that was a coordinate location? anyway, thanks!

Also thx obsidian, ill give those a go as well. sunExt looks to be incredibly useful for my current project!

Posted: Mon Aug 29, 2005 9:56 pm
by Hipshot
Hmm, are you using the grimmnight sky? Do you think it looks ok in Q3?

Posted: Mon Aug 29, 2005 10:49 pm
by StormShadow
im mapping for a mod using a heavilly modified q2 engine, and the skybox looks great.. even though the map itself is a little rough :x. I'll post a screenie when my compile is done.

Posted: Mon Aug 29, 2005 11:56 pm
by StormShadow
Image

very little lighting atm, but the skybox really fits the theme, and looks great.

Posted: Tue Aug 30, 2005 7:23 am
by Hipshot
OMG, that really looks good! Damn, love how the moon peaks there!

Posted: Tue Aug 30, 2005 8:06 am
by .Chi
Looks amazing, the sky could be a bit darker imo.

Posted: Tue Aug 30, 2005 10:42 am
by AEon
Definately should be mentioned in link sticky... reading up on these spiffy updates myself :)

Posted: Tue Aug 30, 2005 11:36 am
by saturn
that's beautiful!

Posted: Tue Aug 30, 2005 12:11 pm
by Black_Dog
Lovely skies, but why are grimmnight_dn.tga and miramar_dn.tga 1024*1024 textures? Since they are one colour you could just as well use 16*16 and save texture memory.

Posted: Tue Aug 30, 2005 1:02 pm
by Hipshot
They were not made for Q3 only, not all games can handle skies with different resolution on each texture.

Posted: Tue Aug 30, 2005 1:16 pm
by Black_Dog
That seems like a strange limitation, but fair enough.

Posted: Tue Aug 30, 2005 1:27 pm
by Hipshot
It all comes down to: If there are a slight color change in those large that makes the sky complete, I can't replace them with something else that changes that. If someone wanna make a bottom 16^2 that is fine with me.

Actually, the _dn in those skies should be in a uniform color that matches the edges of the sides, so I don't see any problem for someone making a 16^2 _dn in Q3.

Posted: Tue Aug 30, 2005 5:18 pm
by AEon
Added this thread to the Link Resource Sticky. That was also the reason I changed to thread subject slightly. Great work! :)

Posted: Tue Aug 30, 2005 5:27 pm
by Hipshot
I hate the capital 'S' in my name :( Please Æ, change it.

Posted: Tue Aug 30, 2005 6:15 pm
by obsidian
Picky, picky, picky. :p

Posted: Tue Aug 30, 2005 8:22 pm
by sumatra
AEon wrote: Edit2: 5 new Hi-Res Skyboxes by HipShort thread:
http://www.quake3world.com/forum/viewtopic.php?t=9242
:drool:

Posted: Tue Aug 30, 2005 8:26 pm
by Hipshot
I know I'm short, but hey, you don't need to make fun of me and my people :tear:

Posted: Tue Aug 30, 2005 10:40 pm
by bork[e]
Damn that looks nice, very good work indeed. :icon14:

Posted: Wed Aug 31, 2005 11:54 am
by sumatra
Hipshot wrote:I know I'm short, but hey, you don't need to make fun of me and my people :tear:
I just was asking myself why you noticed the capital S and not the small r :) !!
Lovely skyboxes, will use them for sure!

Keep on your great work.

sum