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Quake3 clouds and other things

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Hi all. I am working on a Quake3 map renderer, using DX9 and VS/PS. So far most of the shaders are translated (to a D3D effect) and working nicely. But I have some doubts, which maybe you can help me solve: - How does cloud rendering work? I get the cloud height from the skyparms directive, but I don´t know how to translate that into texture coordinates. I know I have to map it into a hemisphere of that height, centered around the camera location, but how? - Does anybody know what exactly "light" directive means in a shader? Also, I have tried loading a RTCW map, which seems to work fine, but I don´t get anything on the screen... Anyone knows of any differences between Quake3 and RTCW .bsp? (Shaders also seem to parse and translate fine) Thanks in advance. Angel.

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