#9. Re: Lighting in env_sky?
Okay, I will better explain: ( I made some changes since my last post )
You want to build a map, with an env_sky.
First, you create the map with a skybox.
Then, you create the skyroom with the env_sky inside.
Before if you wanted to draw the skyroom around the map you had to paint your skybrushes with the null texture ( that dont emit any light_env ).
Now, you have just to paint these brushes with a simple texture whose name begin with "sky" ( eg "skysomething" ) because the zhlt tools make the environment lighting and the hl engine draw the env cubemap, from these textures.
After that, to prevent the engine that you dont want that it draws the env cubemap ( that hide the skyroom ) from this texture , you have to put in a shader file a shader as this one:
{ "skysomething"
invisiblesky
}
where "skysomething" is the name of your "null-texture-that-draw-the-sky-room".
The flag "Invisiblesky" to indicate that is a invisible sky ( but that draw the light env anyway ).
The shader system ( like quake3 shaders, not hl? ) is a tool that alow you to apply or change several texture on one.
For example, this shader:
{ "maxwalltile_l"
texture blank
{
map "gfx/maps/texbackl.tga"
blend GL_DST_COLOR GL_ZERO
}
{
map "gfx/effects/ref_metal_blur01.tga"
flag "reflection"
//scroll 5 5
blend GL_ONE_MINUS_DST_ALPHA GL_DST_ALPHA
color 255 0 0 255
scale 4
}
}
this is what the spirit forum told to do, i don't get it i made the skyenv texture but that didn't work and shaders??
i'll try the that WCD