textures/rvb_arena0002/BLUE
{
q3map_lightimage textures/rvb_arena0002/Blue.tga
surfaceparm nomarks
q3map_lightsubdivide 64
q3map_surfacelight 500
{
map $lightmap
rgbGen identity
}
{
map textures/rvb_arena0002/Blue.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
You might want to reconsider not using a light point entity. That is why I use surface light 500 instead of 3700.
Because using light emitting from the texture alone usually doesn't cut it, quality wise.
But I don't know your map or theme or anything.
I just picked some stuff up a from looking at the shader files from my favorite mappers.
Good luck
If id Software did not do it, then I do the same for what ever map I played where I saw the feature I want.
If you are falling through the floor, then (at a guess) you have used a shader with a surfaceparm nonsolid attribute. There are a number of textures in Q3A that have this attribute set. For example, gothic_block/blocks18d_trans- just look for the matching textures without _trans (well, most of the time) and change to that one.
I deleted quake3 and all the editors and reinstalled everything fresh. This time i extracted all the assists and kept the pk3s instead of doing two folders i also didnt use the iotech3 updates and stuck with a unedited q3 install. just toggle between sv_pure 1 and 0 to use the pk3s or the filesystem. I used the shader config for just textures i wanted to be special and put textures into a folder called rvbarena0002b and the common textures into rvbarena0002b_hull.
Next I am interested into the AAS structure for bot navigation, and packing up everything related to the individual level into its own pk3. Also lightmapping is another area am interested into exploring. When I have the time lol
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