Also
#11905 posted by ijed on 2012/04/15 05:50:56
Having monsters patrol a bit better is always good.
Imps
#11906 posted by Mike Woodham on 2012/04/15 11:04:03
Thanks again for your help necros.
It seems as though every time I want to 'tidy up' a map, there's some kind of jiggery-pokery to do. I think I'll leave it as it is and just make do. Otherwise this will go on forever and as Jimbo says, "...and forever is a very, VERY long time, Geoffrey".
Vis Fail
#11907 posted by wakey on 2012/04/19 01:55:26
As title says.
My map is tightly sealed, no leak, no pts file, prt and vis files are generated.
Still i'm able to look through the whole level with r_showtris in Fitzquake.
The map layout is suited for vis to work, still it doesnt.
Any ideas on this?
Have To Ask This
#11908 posted by necros on 2012/04/19 02:20:47
are you doing -level 4?
-quick is almost always useless
are you noclipped outside the map?
vis data is ignored when you are outside of the map.
Doh!
#11909 posted by wakey on 2012/04/19 19:19:02
Radiants build menu caused the fail.
Before every compiling stage it did automaticaly bsp again, so when i lightet the map, it "forgot" that vis was already done.
Rewrote the build menu, now it works.
Thanks necros, i now use -level 4, works like a charm.
#11910 posted by necros on 2012/04/19 19:42:00
i hope you don't mean you always use -level 4.
i was only saying that it was possible you might not see much with -fast, but -fast is sometimes all you need for testing.
in some ways, using -fast will show how much a vis blocking tunnel or wall will help.
if the area is disappearing with just -fast, you have a great vis blocker and your -level 4 vis time will probably be really fast.
if it's NOT disppearing, -level 4 will catch all (or most) of the stuff -fast misses, but at the expense of a lot of calculations. (this is where you hear about those 3 week long vis sessions)
#11911 posted by wakey on 2012/04/19 23:47:19
Previously i used just vis without any switches.
I often used fastvis for my q3 maps, but my current machine handles normal vis in a few seconds (for now at least), so i tend to use it until it takes too long for fast test's.
Btw, just took a look into ne_ruins.
Great map, i especialy liked all those cool stuff like breaking vases, the coins inside, the swinging silver key door (amazing!)
Is this all added through QuakeC?
I guess i should take a look into the coding section too then!
#11912 posted by necros on 2012/04/20 00:18:06
oh ok. -level 1-3 vises are not logical though, i mean, it's not like 1 is faster than 2 is faster than 3. in fact, some tests indicated that level 1 is vastly slower than 4 as well as much less effective.
and yes, ruins stuff is all quakec. qc is very powerful :)
#11913 posted by func_train on 2012/04/21 07:43:30
do func_train entities have a maximum distance in units they can travel? in my map, the train disappears or goes invisible after travelling about 3,520 units. i am still standing on it and it keeps moving, but i cannot see it. the train goes back and forth between a destination. on the way back, the train reappears and becomes visible again. i think this is happening when the train crosses the origin 0,0 of the map. my map is within the 4096 unit limit.
Potential Problem
#11914 posted by Preach on 2012/04/21 10:48:04
All brush models start with their origin at the centre of the map, which can come as a surprise because usually the origin of an entity is close to its centre of mass. If the initial path corner was far enough to the left of the map, then as a train travelled left to right its origin could leave the map on the right just after the brushes went past the half way mark.
As a test of this hypothesis, try moving the entire brush model for the train to the origin of the map (the path corners should work identically, the only issue will be lighting on the train). Then recompile and see if this fixes it.
#11915 posted by func_train on 2012/04/21 14:59:55
thanks, moving the train to the origin fixes the visibility problem!
i had the train positioned at the south most part of the map heading to the north most part of the map so if the train's actual brush model origin was 0,0, then i guess the game believed the brush went outside the map after reaching it's halfway mark.
This
#11916 posted by ijed on 2012/04/21 17:02:04
Sounds cool.
Lighting Basics...
#11917 posted by necros on 2012/04/27 02:13:25
@necros
#11918 posted by sock on 2012/04/27 05:06:12
Such a cool article on Q1 lighting, I am glad you wrote that, thank you :)
Great 'un
Like It A Lot!
#11920 posted by wakey on 2012/04/27 13:02:38
very useful indeed!
+1
#11921 posted by ijed on 2012/04/27 14:52:00
+2
#11922 posted by Drew on 2012/04/27 16:46:48
#11923 posted by necros on 2012/04/27 18:35:23
thanks!
Awesome Necros
#11924 posted by Spirit on 2012/04/27 19:15:09
Add screenshots and it will be quad bettered.
#11925 posted by necros on 2012/04/27 19:16:30
nah, too lazy for that. :P
i already had that typed out, i just CnP'd most of it.
+3
#11926 posted by Kinn on 2012/04/27 19:33:36
very good reference. I've found I have stopped using -soft though, as it tends to smudge and flatten dramatic shadows too much (like light coming through a barred window), making things feel a little bit too uniform sometimes.
I also make heavy use of low-intensity "filler" lights as a way of creating the illusion of bounce lights - e.g. a bright delay 5 torch in a brush holder would otherwise have nasty black shadows underneath the holder, but it starts to look real nice with 1 (or sometimes as much as 4, depending on the surrounding geo) low intensity, low wait fillers around it.
I've never found a use for minlight yet, not even the local minlight.
#11927 posted by necros on 2012/04/27 19:39:14
I've found I have stopped using -soft though, as it tends to smudge and flatten dramatic shadows too much (like light coming through a barred window), making things feel a little bit too uniform sometimes.
yes, thank you for reminding me. i find there are times where -soft is detrimental as well. in general, i find it's great for outdoor areas, but ONLY if the sun is not casting long shadows.
if the sun is low in the sky, i feel it looks better without the blurring.
i'll have to add that in, that it's not necessary to always have -soft on.
about filler lights: that's cool, i had no idea other people did that! i like making arrays of lights in spherical shapes, with the lights near the center having about 5 and the ones near the edge having about 1. makes really cool fake volume lights and gives more interesting shadows because they are being accumulated from many different points.
for these, i actually use delay 3 (no attenuation).
maybe i'll write a post about these things later...
i'd be interested in hearing if anyone else has subtle lighting techniques like that.
Also
#11928 posted by Kinn on 2012/04/27 19:51:17
anyone else use antilights? I'm using them to do silly things like a sort of fake HDR (haha, it's a bit grandiose calling it that) where I have a bright light outside coming through a barred window to cast dramatic window bar shadows in the gloomy interior room. I set it up with a bright spotlight coming through the window bars, but in order not to have a big bright blob on the outside wall, I cancel it out with antilights on the outside - this gives the illusion that when you are outside, the light source doesn't seem that bright because your eyes are accustomed to it, but from the inside it seems bright outside.
#11929 posted by necros on 2012/04/27 19:54:12
i never had much luck with them, but i have not really done much testing with them. the few times i've tried using them, i ended up with poor results so i try to avoid them.
how exactly are you cancelling out the spot light... as in, what values are needed? do you guess it and tweak or can you just figuring it out based on the current values?
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