 Uniform Spherical Distribution
#14694 posted by Preach on 2015/01/15 01:08:37
metl, have a look at:
http://mathworld.wolfram.com/SpherePointPicking.html
If instead of randomising the values of u and v in [0,1] you just had a uniform grid of values with u in [0, 1] and v in [0.5, 1] you ought to get a nice even half-sphere distribution out of it. If you still get lines, maybe try rotating the u values between "evens" and "odds" for each v, like 0.1, 0.3 ...0.9 then 0, 0.2,..,1. The key to it is to use arccos(2v-1) for the latitudinal angle, anyway.
#14695 posted by Lunaran on 2015/01/15 02:26:23
When I did this for Lun3DM5 I skipped point picking on spheres and just used the vert coordinates of a unit-size poked buckyball, but before I did that I was going to do something in a regular spiral using the Golden Angle. Random distribution just needs too many samples, although lun3dm5 had 122 suns and you can still see staggered hard shadows.
Q3 of course has .shaders you can jam all the sun shit into that you want. What would a more elegant way of getting advanced lighting definitions into Quake look like, other than the current method of splitting it between worldspawn _keys and command line parameters? new light_ entities that light.exe would strip out for backwards compatibility?
 "Dirty"
#14696 posted by quaketree on 2015/01/15 04:17:53
I like it. I just re-lit all of Episode 1 using:
light -extra4 -light 12 -dirty -dirtmode 1 -dirtscale 2.1 -dirtgain 0.7 [mapname].bsp
(batch file of course, it took about 30 minutes on a POS 10 year old PC).
And gave it a quick run through on easy and it looks even more "Quake-y" than the original. I'm not too sure how much of that was tyrlight's -extra4 but it certainly looked better overall. The -light 12 (overall minlight) really seemed to soften it up a bit without it being noticeable overall. I messed around with the settings using only the start map until it looked right first. The defaults were a bit too subtle and without the -extra4 it really stuck out like a sore thumb.
Probably my only suggestion would be if somehow any sharp 90 degree angles touching a liquid brush might be softened somehow (water diffuses light in general and the way ID did it in some places with 90 degree angles looks out of place (E1M1 under the first bridge especially) but that's still not a complaint because I was looking out for specific stuff like that and probably wouldn't have noticed it otherwise).
Good jerb there ericw.
 Y NO SCREENEEZ
#14697 posted by Lunaran on 2015/01/15 04:54:54
I bet episode 4 might be improved by the same treatment, but the other episodes probably don't need minlight.
 Re: Y NO SCREENEEZ
#14698 posted by quaketree on 2015/01/15 05:30:22
Becuz I have teh suckz00rs 133t skilz when it comes to this board and posting stuff and quaketastic doesn't like me using ZigguratVertigoBlewTronynsSocksOff.
That's why. :P
and I'm too lazy to set up dropbox right now.
 But If Anyone Wants...
#14699 posted by quaketree on 2015/01/15 05:48:34
...the first episode maps re-lit and dirty using the above parameters I'll email it out and they can do it (and I'll even toss in that new knight model all in a PAK3.pak file), 2.97mb zipped. I can be reached at zombie.abe.vigoda at some geemail dot something or another and they can deal with it.
I'd do the other three and DM 1-6 but I don't want to be all warez-y and stuff but Episode 1 is shareware so whatever, and I'll even toss in the batch file to convert Pak1.pak (you'll need to extract and insert the new .bsp's yourself though).
Dunno about using dirtscale, doesn't look great a bigger values IMO. I think dirtdepth is worth playing with though.
Currently using quite subtle values on mine.
-dirtmode 1 -dirtgain 0.75 -dirtdepth 160
#14702 posted by JneeraZ on 2015/01/15 12:17:30
SCREENS. :) I want the pretty...
Well, dirty lighting is on the top screenshot and the normal lighting is at the bottom. The bottom light seems brighter but that's because I couldn't time it properly with the light style on that light.
https://www.dropbox.com/s/634686l70ick794/dirtlight.jpg?dl=0
 Mac Build?
#14704 posted by flatHead on 2015/01/15 12:43:37
Thanks for putting this in Eric, that's awesome.
Any chance you could share a Mac OS X build? I see you included a .diff in the zip, but if you have one lying around already that'd be handy.
#14705 posted by ericw on 2015/01/15 18:55:22
Sure, I updated the archive to include osx builds and also added the full snapshot of the source, here's the link again: https://www.dropbox.com/s/nt78oeh49wevejx/tyrutils-light-dirtmap.zip?dl=0
 Re: #14694
#14706 posted by metlslime on 2015/01/16 00:30:18
Thanks!
 Hi!
I'm fairly new to mapping for the original Quake and now working on my first Quake single player map (w/ Trenchbroom).
I've made a trap room that works as intended with Quakespasm, GLQuake etc. but I tested it in WinQuake and some func_* appears to get culled away when looked at from some positions and angles.
Anybody knows what can cause this?
The room have quite many func_* objects in it: 2x buttons, about 15x func_doors and 2x func_trains. Is it too much for winQuake or is it something with Vis?
Any ideas are appreciated! /Daniel
 Ohh And Another Thing!
Doesn't 'lip' work with secret doors? I've got a door that slides into a wall and causes some Z-fighting flickering between the textures and thougt I could just add a small value to lip but doesn't do anything. Tried with extreme values also. Even looked through the .map file so the the lip key and value was there.
 Welcome To Hell
#14709 posted by mfx on 2015/01/16 14:32:22
Most likely it is "too much" for winquake.
Try t_width and t_length as keys on secret_doors.
Try negative values too!
 GurgelBrannare:
#14710 posted by metlslime on 2015/01/16 17:15:41
try increasing these two variables:
r_maxedges
r_maxsurfs
You might have to reload the map or restart quake for the change to take effect. not sure about that.
For the secret door, make sure the door has a slot to go into, rather than just going into another solid brush.
 I'll Second What Mfx Said
#14711 posted by quaketree on 2015/01/16 17:25:03
The "Lowest" engine you should be shooting for is GLQuake. If still you want to do something for WinQuake then you really have to be careful about getting too complicated of a space going on. There's a reason why the original levels were relatively simple. WinQuake wasn't really intended for modern computer systems and it's also ~7 OS generations old. Five of which aren't even supported anymore.
#14712 posted by Spirit on 2015/01/16 18:30:51
Making maps that abide to original limits has its own charm and is good for weak devices (Quake runs everywhere). I like it when people do that.
 True
#14713 posted by quaketree on 2015/01/16 19:45:22
However when you do that you need to keep in mind the limits that that imposes on what's possible when you use almost 20 year old software designed for over 20 year old technology.
 We Definitely...
#14714 posted by JPL on 2015/01/16 20:50:25
.. need a timing machine !
 RE: Secret Door Z-fighting
#14715 posted by RickyT33 on 2015/01/16 20:51:17
for func_door_secret there are two keys for the movements, t_width & t_length - experiment with those and the door's angle until you can get the door to move in a way where there is no z-fighting
 Thanks!
Yeah I guess I won't optimize it for winQuake then. I guess the probability that someone who downloads Quake maps today runs winQuake is not that high. I'll try the t_width way tomorrow. Btw the tip to not make it slide into a solid brush and instead have a slot, is it bad to that without a slot for other purposes than aesthetics?
 No!
#14717 posted by RickyT33 on 2015/01/16 21:33:20
You can have it slide into a brush if you like. If the player can never see the imaginary space behind the door isn't there, then it doesn't make a difference.
Also in general, when you are building your maps, you can overlap brushes and have brushes that go inside, through and across other brushes. It is often better to have this than it is to have 'a thousand cuts' in your brushwork. The only thing that matters really is make sure that all of the brush vertices are on-grid. The points where they overlap and intersect can be off-grid, the compilers handle that just fine.
So
1 - brushes co-ordinates must be on-grid.
2 - BSP or output co-ordinates can be off-grid
3 - You can overlap brushes, do it it makes for more efficient mapping.
You can run it in Winquake I think, but there is a console command to allow more stuff to be drawn.
If you use the info_command entity or something like that (which is from the Quoth mod), or maybe an info_notnull hack (not sure) you could fire the console command on map-load.
ANYONE?!?
r
 Question
#14718 posted by Kinn on 2015/01/16 23:29:54
Not really "mapping help" so much as "basic quake installation" help.
You know how after a while (and a couple of custom engines later), the quake root folder is full of a million dlls and all sorts of crap that's maybe used by that one thing that you tried that one time four years ago...?
What I'm asking is: is there a list anywhere of just the files that would constitute a totally clean install of vanilla quake?
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