Light shaders not considered during light compile

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GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Light shaders not considered during light compile

Post by GONNAFISTYA »

Hi boys and girls. Long time no post.

I've checked the sticky threads and done a bunch of searches but I haven't found any solution to my problem so I'll post it here.

Short story first:

I had a map on my old computer which compiled perfectly using Radiant 199 (no leaks or other crap). Then I got my new system, installed GTK and compiled on the new machine. Everything is alright except the fact that none of my light shaders were considered during the light phase....only entity lights were calculated. I've also installed Radiant 199 on the new machine but still the same result. I'm compiling using "light extra".

Like I said....the map compiled fine with no problems before on my old machine but it seems it refuses to work correctly on my new machine.

The old computer is fucked and there's no way I can compile the map on that machine.

Any help from you fellow nerds will be appreciated.
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seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

post the light shaders? we can't hold your damp sticky hand until you give us a damp sticky hand to hold, old boy
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GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Post by GONNAFISTYA »

Well...I wasn't sure about posting a shitload of shaders but...since you asked I'll give a partial listing: (shader names in italic)

Code: Select all

textures/future/whiteceilinglight
{
	q3map_surfacelight 10
	surfaceparm nomarks
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/future/whiteceilinglight.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/future/whiteceilinglight.tga
		blendFunc GL_ONE GL_ONE
	}
}

textures/future/lights3
{
	q3map_surfacelight 500
	surfaceparm nomarks
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/future/lights3.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/future/lights2.blend.tga
		blendFunc GL_ONE GL_ONE
	}
}

textures/future/floortrimlight
{
	q3map_surfacelight 1700
	surfaceparm nomarks
	q3map_lightimage textures/future/e7mlight_blend
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/future/e7mlight.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/future/e7mlight_blend.tga
		blendFunc GL_ONE GL_ONE
	}
}

textures/future/e6walllight
{
	q3map_surfacelight 1700
	surfaceparm nomarks
	q3map_lightimage textures/future/e6walllight_blend
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/future/e6walllight.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/future/e6walllight_blend.tga
		blendFunc GL_ONE GL_ONE
	}
}

textures/future/floorlight_blue

{
	q3map_surfacelight 1300
	surfaceparm nomarks

	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/future/floorlight_blue.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
	{
		map textures/future/floorlight_blue.tga
		blendFunc GL_ONE GL_ONE
	}
}

//**********Bouncepad Texture

textures/future/confllrtile2pad

{
	surfaceparm nodamage
	q3map_lightimage textures/future/jumppadblue.tga
	q3map_surfacelight 400
	{
		map textures/future/confllrtile2pad.tga
		rgbGen identity
	}
	{
		map $lightmap
		rgbGen identity
		blendfunc gl_dst_color gl_zero
	}
	{
		map textures/future/bouncepadroblayer.tga
		blendfunc gl_one gl_one
		rgbGen wave sin .5 .5 0 1.5
	}
	{
		clampmap textures/future/jumppadblue.tga
		blendfunc gl_one gl_one
		tcMod stretch sin 1.2 .8 0 1.5
		rgbGen wave square .5 .5 .25 1.5
	}
}

//*********Sky Box: 

textures/future/future_skybox
{
	qer_editorimage textures/future/futuresky1
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm sky
	q3map_sun 1.00 0.3 0.3 150 40 3
	q3map_surfacelight 20  
	skyparms env/future/futuresky - -
}
Edit by AEon: Added the "code" tag to take advantage of tab formatting.
Last edited by GONNAFISTYA on Mon Mar 27, 2006 1:22 pm, edited 3 times in total.
User avatar
GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Post by GONNAFISTYA »

Please keep in mind that the shaders ARE working. The textures come up properly in-game and - again - they did work before on my old machine.

My problem is that none of the shaders is being considered in the light phase. Hell...not even the skybox light is being calculated.

P.S. I can also email my .shader file to whomever wants to take a detailed look at all the shaders in the file.
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

Is future in shaderlist.txt?
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GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Post by GONNAFISTYA »

Yep. Everything seems in the correct place.

I guess Jesus doesn't want me to finish this map because I'm a Bush hater. :tear:
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

q3map_lightSubdivide?

Other than that, nothing else should be required in your shaders, though you could try enabling some new Q3Map2 features for better quality.

Here's an example surfacelight from my map:

Code: Select all

// Light Emitting Surfacelight 1000
textures/obq3lmp_lights/light1k
{
	q3map_backSplash 0 4
	q3map_lightRGB 1 1 1
	q3map_lightSubdivide 64
	q3map_lightmapFilterRadius 0 32
	q3map_surfaceLight 1000
	surfaceparm nomarks
	qer_editorImage textures/obq3lmp_lights/light_e.tga
	{
		map textures/obq3lmp_lights/light.tga
		rgbGen identity
	}
}
And for better quality, you can use some of the new Q3Map2 features for skybox lights (looks like you are a little shader rusty):

Code: Select all

// Skybox
textures/obq3lmp_skies/skybox
{
	skyParms textures/obq3lmp_skies/cubemap/purity 256 -
	q3map_lightRGB 1 1 1
	q3map_sunExt 1 1 1 330 -35 25 3 32
	q3map_lightmapFilterRadius 0 16
	q3map_skylight 160 6
	surfaceparm sky
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight
	qer_editorImage textures/obq3lmp_skies/sky_e.tga
}
See Q3map2 Shader Manual for details. Especially the light emitting shaders appendix.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
User avatar
seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

if the shaders work fine - and they look fine - could it be that jesus haXX0red your OGL?
dnky
Posts: 188
Joined: Thu Nov 24, 2005 3:49 pm

Post by dnky »

You dont have a shader of the same name in a pk3 somewhere do you?

Have you tried playing about with the surface light values?

Q3map2 2.5.16 I assume is in use here? How are you compiling? In editor, front end, batch file?
Whatever....
User avatar
GONNAFISTYA
Posts: 13369
Joined: Sun Jan 23, 2005 8:20 pm

Post by GONNAFISTYA »

Shallow wrote:Is future in shaderlist.txt?
Shit.

Just for the hell of it I double-checked the shaderlist.txt.

I misspelled "future". The map has compiled correctly now.

Thanks for the heads up. Next time I'll actually read the thing instead of just glancing at it.

THE FUTUER IS NAER!!!!
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

GONNAFISTYA wrote:Yep. Everything seems in the correct place.

I guess Jesus doesn't want me to finish this map because I'm a Bush hater. :tear:
It really makes sense becuase rumor says Kelly stole ydnar's bike.
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seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

GONNAFISTYA wrote:
Shallow wrote:Is future in shaderlist.txt?
Shit.

Just for the hell of it I double-checked the shaderlist.txt.

I misspelled "future". The map has compiled correctly now.

Thanks for the heads up. Next time I'll actually read the thing instead of just glancing at it.

THE FUTUER IS NAER!!!!
SK00LB0I ERR0R

i miss shader lights. i wish HL2 had them. trying to make a striplight look good is not straightforward
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