Light shaders not considered during light compile
- GONNAFISTYA
- Posts: 13369
- Joined: Sun Jan 23, 2005 8:20 pm
Light shaders not considered during light compile
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.
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.
- GONNAFISTYA
- Posts: 13369
- Joined: Sun Jan 23, 2005 8:20 pm
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)
Edit by AEon: Added the "code" tag to take advantage of tab formatting.
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 - -
}
Last edited by GONNAFISTYA on Mon Mar 27, 2006 1:22 pm, edited 3 times in total.
- GONNAFISTYA
- Posts: 13369
- Joined: Sun Jan 23, 2005 8:20 pm
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.
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.
- GONNAFISTYA
- Posts: 13369
- Joined: Sun Jan 23, 2005 8:20 pm
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:
And for better quality, you can use some of the new Q3Map2 features for skybox lights (looks like you are a little shader rusty):
See Q3map2 Shader Manual for details. Especially the light emitting shaders appendix.
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
}
}
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
}
[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]
- GONNAFISTYA
- Posts: 13369
- Joined: Sun Jan 23, 2005 8:20 pm
SK00LB0I ERR0RGONNAFISTYA wrote:Shit.Shallow wrote:Is future in shaderlist.txt?
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!!!!
i miss shader lights. i wish HL2 had them. trying to make a striplight look good is not straightforward