cityy, those screenshots don't show. You really shouldn't use shitty imageshack, photo bucket is ftw
Ok this applies to this thread as well as that lighting issue thread you started Tiger -
Ambient light should be used to a strict minimum. I'd say lowering it to 5 would be even better. I think a bright look to the map works well for it, but with enough lighting variation, coloring and shadowing to make it look good. To improve the lighting more, concentrate on using only sun and surface lights, and very little ambient lights if you can help it. Take On the Edge as an example: I used some surface lights in a few places, plus the sky, ambient lighting of about 5 and that was it. I also know that cityy's Left Behind also uses primarily surface lights and no area/point lights - and I don't even think he used ambient light at all!
Your sky shader could use redoing and q3map2 functionality added for that extra lighting precision. Replace it with this in your shader file as well as replace it in your map editor:
Code: Select all
textures/pasduel1/sky
{
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3map_globalTexture
q3map_sun .160 .128 .096 80 300 60
q3map_surfacelight 50
qer_editorimage textures/skies/inteldimredclouds.tga
skyparms - 512 -
{
map textures/skies/inteldimclouds.tga
tcMod scroll 0.1 0.1
tcMod scale 3 2
depthWrite
}
{
map textures/skies/intelredclouds.tga
blendFunc GL_ONE GL_ONE
tcMod scroll 0.05 0.05
tcMod scale 3 3
}
}
The RGB values give it a brownish light, but it's a brown sky you have there anyway. I think that one of Method's bright white skies in QL would be more suitable for this map though (like the sky used in Asylum). You could also add white light beams to the edges of your sky roof and by your girders above the mega to give it that extra bright, sunny day look.
You should also tweak your lighting compile. Here's something similar to what I used for On the Edge:
Code: Select all
"C:\Program Files\Quake III Arena\q3map2\q3map2.exe" -fs_basepath "C:\Program Files\Quake III Arena" -fs_game "baseq3" -connect 127.0.0.1:7525 "C:\Program Files\Quake III Arena\baseq3\maps\trainingday.map"
"C:\Program Files\Quake III Arena\q3map2\q3map2.exe" -fs_basepath "C:\Program Files\Quake III Arena" -fs_game "baseq3" -vis -connect 127.0.0.1:7525 "C:\Program Files\Quake III Arena\baseq3\maps\trainingday.map"
"C:\Program Files\Quake III Arena\q3map2\q3map2.exe" -fs_basepath "C:\Program Files\Quake III Arena" -fs_game "baseq3" -light -fast -fastbounce -shade -bounce 6 -samplesize 8 -samples 3 -dirty -dirtscale 4 -dirtdepth 8 -v -cpma -gamma 1.25 -connect 127.0.0.1:7525 "C:\Program Files\Quake III Arena\baseq3\maps\trainingday.map"
"C:\Program Files\Quake III Arena\bspc.exe" -bsp2aas -connect 127.0.0.1:7525 "C:\Program Files\Quake III Arena\baseq3\maps\trainingday.bsp" -forcesidesvisible -optimize
Pause
The bounces are very important as that will give some radiosity to the map, making it bright in more places. Dirt map gives your geometry more depth in places. The gamma value can be lowered if it's too bright. Fast makes the compile much quicker and I get the feeling you haven't been using that! Start using it and you'll never make a compile again without it guaranteed!
Anyway, alter the paths accordingly if you don't have Q3 and Q3map2 installed in the default paths. Save that to a text file, saved as trainingday.bat, run it. Result?