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ydnar> Kostas: what's the value of your worldspawn _foghull key?
Kostas> foghull/foghull_grey
ydnar> let's try setting it to ut_swamp/foghull_grey
ydnar> and changing the shader name too
Kostas> ok - I created a directory
ydnar> ?
Kostas> I have ...textures/ut_swamp/
ydnar> don't you already have a ut_swamp directory?
Kostas> yeah
Kostas> ok
Kostas> I'll listen
Kostas> what should I change the shader name too?
ydnar> the image textures/foghull/grey/fogsky_up.tga
ydnar> that exists correct?
ydnar> along with all the other _dn _ft etc?
Kostas> yes
ydnar> ok
ydnar> now, texture the sky brushes in your map with that shader.
ydnar> completely, no caulking :)
ydnar> ok, now those brushes aren't going to emit light
ydnar> until you add the light emitting parts in from your original sky
texture, ok?
Kostas> k
ydnar> now, remove or offset your fog brush so it doesn't cover the map.
Kostas> ok
Kostas> I just deleted the fog brush
ydnar> ok, the _foghull and _farplanedist keys are set?
Kostas> ut_swamp/foghull_grey
Kostas> 1200
ydnar> ok.
ydnar> now, bsp, vis but no light
ydnar> make sure you do the -meta on the bsp phase
[00.36.27] * jetscreamer envisions foghull troubleshooting guide
Kostas> no shit
ydnar> ok, let me know when that's done.
NV|S> and send lots of pics
|NV|S> lol
Kostas> done
ydnar> ok
[00.37.13] * jetscreamer makes Kostas the supporting actor
ydnar> now run the map with r_clear 1
ydnar> and r_showtris 1
ydnar> and take a screenshot :)
Kostas> (Link: http://www.pjparrish.com/reichard/clearshowtris.jpg
ydnar> mhhh
ydnar> ok
ydnar> the images grey/fogsky_*
ydnar> are they TGA?
Kostas> yes
ydnar> how big are they?
Kostas> 8x8
ydnar> ok.
ydnar> Photoshop?
Kostas> ya
ydnar> for kicks, where is ut_swamp.shader sitting?
Kostas> scripts
ydnar> in q3ut2 or baseq3?
Kostas> q3ut2
ydnar> and you're compiling with -fs_game q3ut2 right?
Kostas> ya
[00.44.33] *** Mode change "+vo belac belac" for channel #q3map by erp
ydnar> do you have any other pk3 files in there?
Kostas> in....q3ut2?
ydnar> other than UT's regular ones?
ydnar> yeah
Kostas> no
Kostas> got lotsa 3rd party maps
ydnar> lose em
ydnar> move them into another dir for now
ydnar> 3rd party maps can fuck shaders.
ydnar> clean out your scripts dir too, make sure it's just UT and your
shaders
jetscreamer> see? i had it too. i forget though. http://hfds.com/1/shot0099.jpg
jetscreamer> it's a DOH thing
Kostas> yah
Kostas> so htf did you fix it?
Kostas> ok ydnar
Kostas> all clean
ydnar> ok
ydnar> try it
Kostas> recompile?
ydnar> no, just try to run it first
ydnar> jetscreamer: was that from someone's borked shader?
jetscreamer> mine
jetscreamer> i forget
jetscreamer> my stuff though
jetscreamer> i never have 3'rd party maps in there
Kostas> um
Kostas> looks fixed
Kostas> !!!
ydnar> lol
jetscreamer> cool
Kostas> hmm
ydnar> ok, now add your light-related shit from your old sky shader into the
foghull
Kostas> pos 3rd party maps
ydnar> and put your fog brush back in :)
Kostas> q3map_sun .3 .3 .5 200 65 78
Kostas> q3map_surfacelight 75
Kostas> q3map_globaltexture
Kostas> q3map_lightsubdivide 512
Kostas> skyparms env/ut_swamp/fogsky 256 -
Kostas> all that?
ydnar> yeah, that'll do.
ydnar> try upping light to 100 or so
ydnar> you're using -light -fast right?
jetscreamer> env?
jetscreamer> you didn't say env up there
Kostas> except the skyparms
ydnar> yeah :)
jetscreamer> textures/foghull/grey/fogsky_up.tga
ydnar> woof, shoulda suggested this a while ago :)
ydnar> it's always someone else's fault ;)
Kostas> so
Kostas> since that was POST-compile
[00.53.03] * jetscreamer notices he was the exception, since it was his fault
his fubar'd
Kostas> will other ppl with the same shitty conflicting shader have that
problem when they try to run my map?
jetscreamer> no those maps don't load gametime?
Kostas> one at a time
Kostas> when the server loads em
Kostas> u rule ydnar
ydnar> lol
Kostas> worst point in map r_speeds fell from 15k to 10k
ydnar> we'll get that map into shape
ydnar> Kostas: what's the texture for your grass you're using everywhere?
Kostas> `um
Kostas> you wanna see it?
ydnar> are you using a shader?
Kostas> no
Kostas> just a plain .jpg
ydnar> use a shader
ydnar> and your r_speeds will drop significantly
ydnar> do this:
ydnar> textures/ut_swamp/grass
ydnar> {
ydnar> q3map_nonplanar
ydnar> q3map_shadeangle 80
ydnar> {
ydnar> map $lightmap
ydnar> rgbGen identity
ydnar> }
ydnar> {
ydnar> map textures/ut_swamp/grass.tga
ydnar> blendFunc GL_DST_COLOR GL_ZERO
ydnar> rgbGen identity
ydnar> }
ydnar> }
Kostas> http://www.pjparrish.com/reichard/grass.jpg
Kostas> I need a .tga?
ydnar> then make sure all the grass in the map is unaligned (no texture
offset/scale/rotation
ydnar> no, the jpeg will be auto loaded
Kostas> that didn't increase r_speeds
ydnar> Kostas: increase? It should decrease them :)
nib> but what does the shader need to be? What keywords and stuff?
Kostas> no change
ydnar> did you look at ALL the numbers?
ydnar> verts and tris?
Kostas> no heh
ydnar> the BSP filesize?
Kostas> just my 3 big points
ydnar> :)
Kostas> I was expecting another 3k drop in tris
Kostas> =P
ydnar> add /unused to the name of the shader
ydnar> recompile
ydnar> take a screenshot with r_speeds on
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