Oct. 15th, 2002
After doing some additional sketching last night, I decided to start with building another rough
outline of a second building I decided I wanted in the central part of the map. Again, this is
just a basic outline of the building to get scale right and get a feel for ceiling height and time. So, that tells me that I need to create my own custom sky shader that will be based on the original mx_forestsky2 shader so I can lighten it up some. Here is the original shader: textures/skies/mx_forestsky2 { qer_editorimage textures/skies/sky_4.tga q3map_lightimage textures/skies/n_blue.tga surfaceparm noimpact surfaceparm nolightmap surfaceparm nodlight q3map_globaltexture q3map_lightsubdivide 512 q3map_sun 1.0 0.8 0.6 130 220 50 q3map_surfacelight 25 fogvars ( .3 .3 .38 ) .000065 skyparms full 200 - { map textures/skies/newclouds.tga tcMod scroll -0.001 -0.003 tcMod scale 6 6 depthWrite } { map textures/skies/assa_clouds1.tga blendfunc blend tcMod scroll 0.0005 0.00 tcMod scale 2 1 } }
The first thing I did was create a new shader called textures/nib_factory/nib_factory_sky and
put it in my nib_factory.shader file that goes in the main/scripts directory. Don't forget you
also need to update your shaderlist.txt file with your newly created shader file if you want
it to show up in gtkRadiant. Look at the back of the building. Two problems, first, the shadow on the ground is too bright and the second problem is the shadows look blue! Let's deal with the first problem first. Since 200 was too bright, I'm going to drop it down to 150:
Better. It still may look a tad bright to me but, I want to fix the blue light issue first and
see if that helps before I darken that shadow any more. Now, on to the blue shadow that looks
like crap. So where is the blue coming from? That comes from the "q3map_lightimage textures/skies/n_blue.tga" line.
Let me explain what's going on.
Ok, so lets see what our map looks like with the new light image and the adjusted surfacelight parameter both in use at the same time: Looking much better. However, I still think the shadow is too bright, especially considering I'm running this in a window and that seems to always make my maps darker than they are when I run in full screen. So, I'm going to drop my q3map_surfacelight line down from 150 to 100. This is a much better look and I expect if I ran this in full screen it would be perfect:
One other thing that needs to be mentioned about the sky shader. The line "q3map_lightsubdivide 512"
needs to be looked at. This determines how to split the sky shader's brush up for lighting purposes.
It basically helps distribute the lighting. ydnar gave me the guidline that you want that
value to be about 1/4 of the size of your longest/highest sky brush. In this map I'm going to
set it at 1024 based on the size I think the map will be. There is the added benifit that you
save triangles by making that number bigger! textures/nib_factory/nib_factory_sky { qer_editorimage textures/skies/sky_4.tga q3map_lightimage textures/editor_icons/factory_lightmap_01.tga surfaceparm noimpact surfaceparm nolightmap surfaceparm nodlight q3map_globaltexture q3map_lightsubdivide 1024 q3map_sun 1.0 0.8 0.6 130 220 50 q3map_surfacelight 100 fogvars ( .3 .3 .38 ) .000065 skyparms - 200 - { map textures/skies/newclouds.tga tcMod scale 6 6 tcMod scroll -0.001 -0.003 } { map textures/skies/assa_clouds1.tga blendfunc blend tcMod scale 2 1 tcMod scroll 0.0005 0.00 } }
As you can see, this is a lot of trial and error. I didn't intentionally pick wrong values just
to show you the differences in light. I simply don't know off the top of my head what will work
so I pick something, test it, and adjust accordingly. If anything, I hope this shows those of you
that are just getting started that even those of us that have made a few maps still spend a lot
of time simply testing out new things when trying to get something to work. And honestly,
I wouldn't be at all surprised if I start tweaking this sky shader again down the road, but for
now, it will do.
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