Thanks for the quick response
I flew around that dfwc map... Unfortunately I think its just showing a perfect example of the issue I'm having too. (Unless I'm misunderstanding something...)
As far as I can see there are 2 sky shaders used in the map:
1. mp_midnight original shader
2. custom mp_midnight shader with different sun angle
One sun angle is almost straight down, while the other is at an approx. 45 degree angle.
It seems like every sky surface in that map is generating 2 spots of light... regardless of which texture was used.
Here's the hallway:
room1.jpg
Each skyhole in that screenshot generates 2 light spots, one at a diagnol angle and one straight down.
The skyhole marked in red is in a vertical wall so it's straight-down light spot is hard to see, but you can still see the edge of it.
Here's two more rooms where its even more obvious that each sky hole generates the light from both shaders:
room2.jpg
room3.jpg
Normally its not a big issue, but I'm trying to use like 6 different skies In different areas...
The light from all 6 skies is being generated at any sky surface. It makes everything way to bright, oversaturated and washed out.
One solution I have tried is to make custom shaders for the 6 skies where I reduce their brightness to 1/6 of normal, so that the combined brightness everywhere is reasonable (about as bright as one normal sky)... this successfully reduces the brightness. But it still sucks because it means the lighting is blended from all sky shaders and the same everywhere. For example, you would expect expect a green sky to generate green light, not an amalgamation of green and 5 other colors...
In the same spirit you could just turn off light generation in some of the sky shaders, leaving it on in only 1 or 2 or them. This also doesn't solve the color problem...
I have found several ways to improve the situation by tweaking custom shaders, but I was wondering if there was a true way to have each sky surface only generate its own light...
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