Element4q2 wrote:My objective was to turn that roof into a light using a shader (e.g. q3map_sun, but that looked crap as any place the sun didnt touch was pitch black)
q3map_sun for the most part is deprecated in favour of q3map_sunExt. Not sure what kind of results it would bring for a cel shaded map, but you can try it and see how it looks.
http://shaderlab.com/q3map2/shader_manu ... tml#sunExt
Element4q2 wrote:I was thinking perhaps making an invisible and nonsolid brush emit light, but i'm unsure of how to go about that.
Try something like this:
Code: Select all
// Non-drawing light emitting surface light for use as lightboxes
textures/obsidian_common/lightbox
{
q3map_lightRGB 1 1 1
q3map_surfacelight 5000
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
qer_editorimage textures/obsidian_common/FFFFFF.tga
{
map $whiteimage
alphaFunc GE128
alphaGen const 0
}
}
Element4q2 wrote:Or even sticking with the roof shader idea, but likewise i havent found a way to get it to emit non colored light.
The colour of the light emitted is the average colour of the pixels of the textures when using q3map_surfaceLight. With Q3Map2 sky shaders you shouldn't need to use q3map_surfaceLight anymore. See this:
http://shaderlab.com/q3map2/shader_manual/apI.html
The colour of light is set by the R G B parameters of the q3map_sunExt. If you ever need to force the colour of any other light emitting shader, you can use q3map_lightRGB.
Element4q2 wrote:Ideally it would be great if i could have the light not actually highlighting the textures, but instead just darking through the projected shadows (if this is possible)
Have you tried playing around with the -gamma and -compensate compiler switches?
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