Texture surface light issues
Posted: Fri Mar 05, 2010 6:01 pm
Hey peeps I'm new to these forums and it's about time I joined
I've searched the forums and can't find the answer to my question, so here goes...
I've got a number of years experience making maps for Quake 3 but I've always been pretty clueless when it comes to shaders since I didn't make many custom textures until recently. I can NEVER get textures emitting light, for instance. Now I'm trying to get a skybox to give off light and I'm failing miserably. Here's my code:
// skies
textures/e1u1/sky1
{
qer_editorimage textures/e1u1/sky1.tga
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_lightimage textures/q2_env/unit1_up.tga
q3map_sun 1 .77 .77 80 315 70
q3map_surfacelight 1300
skyParms q2_env/unit1 - -
}
I've tried countless different variations, taken bits from id's scripts and still can't get anywhere. Not only does the above not light up the map after rebuilding the map, rocket's etc explode on the surface instead of disappearing as they should. I've gone as far as to completely copy one of the scrolling skies from the Q3A pak file, with identical scripting and still don't get results, such as my copy of the 'killsky' below:
textures/skies/mkillsky
{
qer_editorimage textures/skies/mkillsky_1.tga
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
// surfaceparm sky
q3map_sun 3 2 2 70 315 65
q3map_surfacelight 75
skyparms - 512 -
//cloudparms 512 full
//lightning
{
map textures/skies/mkillsky_1.tga
tcMod scroll 0.05 .1
tcMod scale 2 2
}
{
map textures/skies/mkillsky_2.tga
blendfunc GL_ONE GL_ONE
tcMod scroll 0.05 0.06
tcMod scale 3 2
}
}
I've used the original killsky in a test map and it worked perfectly, then I used the above one with the appropriatly-named copies of the textures and then all of a sudden it doesn't work.
I hope someone can help my situation as it's irritating the crap out of me! I use Q3Radiant 202 (since I hate GTKRadiant) and have tried with Q3Map 1 and 2. Any suggestions?

I've got a number of years experience making maps for Quake 3 but I've always been pretty clueless when it comes to shaders since I didn't make many custom textures until recently. I can NEVER get textures emitting light, for instance. Now I'm trying to get a skybox to give off light and I'm failing miserably. Here's my code:
// skies
textures/e1u1/sky1
{
qer_editorimage textures/e1u1/sky1.tga
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky
q3map_lightimage textures/q2_env/unit1_up.tga
q3map_sun 1 .77 .77 80 315 70
q3map_surfacelight 1300
skyParms q2_env/unit1 - -
}
I've tried countless different variations, taken bits from id's scripts and still can't get anywhere. Not only does the above not light up the map after rebuilding the map, rocket's etc explode on the surface instead of disappearing as they should. I've gone as far as to completely copy one of the scrolling skies from the Q3A pak file, with identical scripting and still don't get results, such as my copy of the 'killsky' below:
textures/skies/mkillsky
{
qer_editorimage textures/skies/mkillsky_1.tga
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
// surfaceparm sky
q3map_sun 3 2 2 70 315 65
q3map_surfacelight 75
skyparms - 512 -
//cloudparms 512 full
//lightning
{
map textures/skies/mkillsky_1.tga
tcMod scroll 0.05 .1
tcMod scale 2 2
}
{
map textures/skies/mkillsky_2.tga
blendfunc GL_ONE GL_ONE
tcMod scroll 0.05 0.06
tcMod scale 3 2
}
}
I've used the original killsky in a test map and it worked perfectly, then I used the above one with the appropriatly-named copies of the textures and then all of a sudden it doesn't work.
I hope someone can help my situation as it's irritating the crap out of me! I use Q3Radiant 202 (since I hate GTKRadiant) and have tried with Q3Map 1 and 2. Any suggestions?