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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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AguirRe 
Firstly, "Abyss: No current plans on coloured lighting." :(

Secondly, Is there any problems with say compiling with tyrlite, for coloured lighting/generating the .lit file, then compiling using your light prog for the new features -extra4, -soft etc?

I have tried it on a small test map, all seems to be fine, and in the end I get my coloured lighting. 
Hmm ... 
As long as TyrLite doesn't change the entity contents in a way that information is lost it should work fine, I think. Normally it doesn't.

TyrLite will then first generate both the .lit file and the normal light data lump in the bsp, then my Light would make a 2nd pass generating another light data lump in the bsp replacing the previous one.

It seems like a good idea, Abyss! 
The Down Side, Of Course 
is lighting a map twice. and if the lighting process takes a few hours or more... *shrug* 
Time, I Am Not Short Of 
Talent, however, is another matter 
 
.lit files are not light data, but the offset.
If you change the lightmaps in a bsp, you end in the colored hell.

aguirRe : great features. Been wanting fast and more sunlight for all these years

havent found in readme, does it support negative lights (antilights) 
No Antilights 
in this version, maybe later.

If you like the new soft shadows, try them together with the enhanced sunlight ("-sunlight2"). It benefits especially since the sun shadows are so clearly defined and therefore normally suffers from aliasing (the jagged edges). 
Light Prog 
The people demand screenshots that show off l33t enw features. 
Better Than Screenshots 
Get the Light 1.23 version, grab any Q1 bsp that has outdoor areas and run the following command in a console window :

light -fast -soft -extra4 -nolight -light 30 -sunlight 250 -sunmangle 45,-60 -sunlight2 60 bspname

where "bspname" is the name of the map.

Then load up the produced bsp in a Q1 engine and check out how the ligthing looks in the outdoor areas (indoors will be rather dark since all light entities are disabled).

You can tweak the parameters above for different effects. 
Have Not Tried It Yet, But.... 
This appears to be some cool stuff. Outdoor areas that seem to have a (somewhat?) simulated radiosity effect without the complication (or time apparently) of actually doing any radiocity calculations). AND even better yet, you can use a worldspawn light ent to cover the inside bits while leting the 2 sunlight sources deal with the outside shadow fade off.

/Spending tomorrow playing around with this 
AguirRe 
you rock!

i'm using your utils to finish my qsp now :)

lots of nice features and tyrlite ents support makes it uber great! 
Thanks Again For 
the accolades, partial credit goes to Tyrann for the TyrLite features that I've included.

I'm eager to see what you guys can come up with using these tools. Just let me know if you have any problems or if there's something unclear in the readmes (they're a bit spartan).

Running the tools without parameters prints out helpful info and default values etc. This info is also logged to file if your console window is too small.

Please also note the ability in Light to quickly test various options from the command line without having to rebuild the map.

Finally when satisfied, put these keys/values (even range/dist) into worldspawn for future reference. 
Lighting... Quake... & Resolution 
Screen resolution does effect the lighting effect. What is the typical resolution set by players around here? 800x640? Higher? 
1600x1200 
Is what I use 
Distrans: 
Screen resolution does effect the lighting effect.

Really? What do you mean? Resolution when playing? Compiling? What is "the lighting effect?" 
Hmmm... 
I wasn't very clear was I.

Say I'm using Tyr-quake in full windowed mode at a resolution of 320x200. I set up the brightness and gamma so the original quake skill and episode select foyers look 1337. Now, I pull down the console and load map Orkan and when I enter the map I can't see two virtual feet in front of me. Next, I up the resolution to 1024x768 and suddenly Orkan looks cool in all it's atmospheric glory. There's now enough light to see gross and fine architecture, and texture detailing is now apparent (where before it all just looked like various shades of black). It seems that the higher the resolution, the more effect light entities have (I know this is the wrong way to put it but I also hope you know what I mean =) at least for software and winquake.

The problem then, involves the four levels I'm currently working on. If I set the lighting up so that it looks good at 320x200, it becomes "flooded" with light at 1024x768 (bland stuff). So I reason that if I can discover what is the most commonly used resolution for play, I won't go too far wrong with the lighting if I use that as the benchmark resolution for testing light placement and effect on a given level.

That's why I thought the question was relevant to the mapping help thread. 
AguirRe 
is it possible to make lavalight?
i mean the light that generates by lava surface as it generates by sky, but with delay. 
Distrans 
It shouldn't make a diffence.

If "full windowed mode" is not fullscreen mode, then desktop background colour can affect your perception of the brightness. Otherwise... that sounds wierd. 
Distrans: 
what tyrann said.

Fullscreen at any resolution, lighting looks the same. Windowed with a bright wallpaper, it looks too dark. 
Oh... 
Thanx,

It shouldn't make a diffence.

It does on my sys.

Fullscreen at any resolution, lighting looks the same.

Not on my sys.

...and that's probably the problem, my clapped out sys.

Now, if I hadn't just put that new bass on lay-by... 
Wait... 
here's a thought: take screenshots at different resolutions. Carefully examine the screenshots, especaially by zooming in. See if you still notice a difference.

Or if you don't trust that, zip them up and mail them to someone else. 
Vondur 
I guess lava light should be possible using a similar technique, but I doubt the extra coding and processing time would be worth the effect.

Lava is relatively scarce in maps (I'm not so fond of it either) and the lava light would be rather local and diffuse. That makes it very different from sunlight which is more difficult to simulate with point lights.

Hrimfaxi actually had the same suggestion a while ago. He also wanted the lava light to be slowly pulsating. 
Re: Lava Light 
Sounds like surface-based radiosity lighting... 
... 
but that wouldnt work with these tools unfortunately 
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