Two questions:
1. Took ths water tunnel tutorial http://bubba.planetquake.gamespy.com/tunnel1.html and when i land on the liquid surface it is solid. Would it be possible for someone to suggest why
2. Is there anyway to add light to an extremly large map without using loads of small lights?
Q3 light and water
Which liquid shader are you using? Different water shaders have different properties, some are solid.
Sky shaders provide a strong directional source of illumination.
You can change the strength of light entities by changing the light value in the entity inspector.
Sky shaders provide a strong directional source of illumination.
You can change the strength of light entities by changing the light value in the entity inspector.
[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]
1. You should be sure, that at least one of the water brush's surface has a water shader. The rest has to be set to nodraw. If no surface is seen of your shader (hence it's a connection of water brushes) you'll need a special shader for it with water parms and no texture. Maybe you find one called Water Caulk in this forums, iirc it was made by hipshot. Another thing is, that you can extend your water about the borders of your map into the void, so you just need one brush for your water. Will safe you a lot of work, but dunno if there are some compiler or performance issues with this method.
2. just add a key called _ambient with a certain value to your worldspawn. But only use small amounts for final maps, since lighting will get very odd with this option turned on.
2. just add a key called _ambient with a certain value to your worldspawn. But only use small amounts for final maps, since lighting will get very odd with this option turned on.
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