Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Survivor
- Posts: 4202
- Joined: Fri Dec 27, 2002 8:00 am
Post
by Survivor »
How do i get rid of these bright spots?
[lvlshot]http://i2.photobucket.com/albums/y50/Drietand/mapping/shot0000.jpg[/lvlshot]
Shader
Code: Select all
textures/mar2/topledge
{
qer_editorimage textures/mar2/ledgetop.tga
q3map_surfacelight 300
{
map $lightmap
rgbGen identity
}
{
map textures/mar2/ledgebottom.tga
rgbGen identity
blendfunc GL_DST_COLOR GL_ZERO
}
{
map textures/mar2/ledgetop.tga
blendfunc GL_ONE GL_ONE
blendfunc GL_SRC_ALPHA GL_ONE
rgbgen wave sin 0.9 0.4 0 0.2
}
}
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Plan B
- Posts: 3599
- Joined: Thu Jan 11, 2001 8:00 am
Post
by Plan B »
Specify a smaller lightsubdivide value (default = 128, I think).
So in your shader, under q3map_surfacelight, add q3map_lightsubdivide 32, for instance.
You're quite sure you want these *metal* walkways to emit light, though?