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But...
#14916 posted by nullC on 2015/03/23 21:15:37
I saw screenshots of a map with excellent light/shadow interplay using spotlights in parallel with overlapping edges. It was some kind of lava-castle type thing... don't remember name off the top of my head. But I just want to do something like what that map did! I'm not expecting some kind of rendering voodoo that instantly makes it work like a modern engine, just having working spotlights would be peachy. (Currently my best guess is the light util is treating them as regular lights...)
Oh, And
#14917 posted by nullC on 2015/03/23 21:22:08
I'll check out Quakespasm... The GLQuake faithfulness does make me a little uneasy, but that's only because I'm sorta uncomfortable with older OGL games in general. Bad memories of antediluvian gaming machines having random BSOD seizures. I'm sure I'll get over it.
Important Extra Info
#14918 posted by Preach on 2015/03/23 21:45:52
If .lits aren't loaded you get greyscale lighting. Anything else is a bug.
Little warning here: if you have an OUT OF DATE .lit file, it might be overriding the light settings in subsequent compilations. This might result in unconnected patterns of lighting, unexpected colours, or just the map failing to update in-engine as you recompile with new settings.
Map Jams
#14919 posted by ericw on 2015/03/23 21:59:10
The map jams might be helpful:
https://www.quaddicted.com/reviews/?filtered=mapjam
most/all maps have sources included, so if you see a lighting effect you like, you can check out how it was done.
Or, post a screenshot + map file. Spotlights can be a pain to set up, I haven't used them much but did use them a bit in jam3_ericw.
IIRC there are two choices, either set "mangle" "yaw pitch roll", or target the light to an info_null (?) which is the spotlight target.
Goes Without Saying...
#14920 posted by Kinn on 2015/03/23 22:04:05
but which light compiler are you using?
Re: .lits, Light Compiler, Etc...
#14921 posted by nullC on 2015/03/23 22:51:20
The .lits are up to date, I doublecheck timestamps before I copy over files to the id1/maps folder, to prevent unexpected frustration. Maybe it's just that colored spotlights don't work (i.e., you can have color or spotlights but not both)? That would be awful but manageable.
I'm using the latest version of light.exe available here: http://disenchant.net/utils/ as per FifthElephant's tutorial. I don't know any of the settings, however. Do I need to add something to the commandline to make it work well with certain lighting?
I'll see about grabbing a screenshot but this may take me some time (I'm technically at work...).
Okay!
#14922 posted by nullC on 2015/03/23 23:23:41
The top map (The Living End?) is the one that has the spotlights, clearly visible, that I am trying to emulate. https://www.quaddicted.com/reviews/ne_lend_doom.html
I'd offer a screenshot, but I just tried the map in Quakespasm and there are no spotlights. None, not even the ugly kind. So at this point I'll link my awful piece of crap thing (technically I'm building the end room of my first map, and the proportions are actually wrong) and see if anyone can spot the problem... because I can't. Please excuse the hideousness, this is very far from final-touch-up. The missing wall is because I have yet to build the rest of the map, of course.
http://dropcanvas.com/khdtx/1
#14923 posted by mfx on 2015/03/23 23:34:33
Mangle looks strange. Try 0 -90 0 and an angle of 80 - 120 for a lightcone facing down.
Mangle is 0-360 around z-axis, 90(up) to -90(down), and 0.
Yes And Also
#14924 posted by Kinn on 2015/03/23 23:42:48
your spotlights are too faint compared to all the other bright lights in the room which totally drown them out.
That's Strange.
#14925 posted by nullC on 2015/03/24 00:08:20
I clearly remember that I set mangle to -90. And despite the slipgate lights being at 170, they're very dim (no idea why). By far the brightest light-set is the one associated with the two conical lights in the corners, despite them being set to 120.
I'm starting to suspect shenanigans in how Trenchbroom handles things. But let's see how it works now...
I fix the values, save and compile and no changes. I wonder what will happen if I reload the .map file. Hmm. Everything's still set up right (mangle of -90, etc). I brightened the light value to 190 and set a wait of 0.5, so I don't understand how it wouldn't show up, not even in the very rear corners where no other light makes it. Maybe the angle/_softangle size?
Recompile: no dice. angle 120/_softangle 80 gives me absolutely nothing (using mfx's suggested range), so I'm stumped. Here's a link to the latest version. http://dropcanvas.com/khdtx/2
Hmmm
#14926 posted by Kinn on 2015/03/24 00:22:27
if you are seeing very dim red lights, but I am seeing very bright red lights, then that sounds like an issue with the way the light compiler treats _color values
I see you are using _color components in the 0-1 range - try using the 0-255 range see if that fixes it
#14927 posted by ericw on 2015/03/24 00:28:28
I can see the spotlights:
https://www.dropbox.com/s/lp6cfr6yng9rz4x/spasm0048.jpg?dl=0
This is quakespasm with "r_lightmap 1" set in the console, handy for seeing the lightmaps. No special compile flags used, just -extra to smooth it out a bit.
The "angle" "120" is making them have a pretty wide cone.
Also the fading lights on the slipgate seem really bright.
Edit: ahhh, I know what's going on, tyrutils didn't originally support colors in the 0-1 range, it's only my modded version that supports that. Try with this light.exe:
http://celephais.net/board/view_thread.php?id=60967&start=287&end=287
We Have A Winner!
#14928 posted by nullC on 2015/03/24 00:37:22
Alright, that did it. And GOD that is hideously garish. Definitely toning that way waaay down. Out of curiosity, what light compiler were YOU using Kinn? That one might be better for me.
FTR: I arrived at the color values I was using though Trenchbroom's built in color editor, which is much faster to use than manually inputting the values until it kinda looks right in the tiny preview pane.
Excellent, I Need To Start Refreshing Before I Send A Post...
#14929 posted by nullC on 2015/03/24 00:38:25
NullC
#14930 posted by Kinn on 2015/03/24 00:51:30
I'm using the latest version of ericw's modification of tyrutils - i.e. the one he posted. It's the bee's knees.
Free Textures From Pixar
#14931 posted by Spirit on 2015/04/16 16:52:38
Problem With Adding Ice And Ladders To A Map With Trenchbroom
#14932 posted by KroPP on 2015/04/18 14:30:01
Hi, I've recently started to learn to use the map making tool Trenchbroom to create some quake 2 jumpmode maps. I don't seem to be able to find a way to add ladders and ice to a map. Does anyone have any idea how I could do it or if not who might know?
#14933 posted by necros on 2015/04/18 22:28:46
you may not be able to, as those require surface attributes which Trenchbroom does not support.
you could temporarily jump in with another editor, but the attributes may get clobbered when saving.
#14934 posted by scar3crow on 2015/04/20 16:27:10
A random brief defense of DarkPlaces:
The real time lights exist in a separate "layer" from the lightmaps (though they can coexist). IIRC DP will see a torch entity and add color to its light value in real time mode. If a lit file isn't loading, this could be why a map has colored lighting with real time lights, and colorless lighting with static lights.
Where Am I?
Stupid question probably, but how do I know the position of my brushes relative to the world, when I'm in an editor (using TrenchBroom 2 at the moment)? I recall someone on this thread once made a map that had all sorts of issues because it was off-centre, and I have no idea how you ascertain that...
Should I be asking this in the TrenchBroom thread instead?
Tyrutils On Linux
Would someone be so kind as to tell me how to compile Tyrutils on Linux? I've downloaded the source code, but I don't know where to go from here.
Whoops
Found the answer here http://quakewiki.org/wiki/QBSP
Sorry for wasting everyone's time!
I Meant The Answer To #14936
Still looking for the answer to #14935...
#14939 posted by Joel B on 2015/04/21 19:40:23
Generally editors will give you the option for a grid overlay marked off in world coordinates. I haven't used TB yet so I don't know how that sort of thing might fit into its 3D-view-centric philosophy.
At least one of the pictures on the TB website seems to be showing world coordinates for a vertex: http://kristianduske.com/trenchbroom/images/vertex_editing.jpg
So
#14940 posted by nullC on 2015/04/26 04:15:02
I ended up scrapping that last one and going for something more visually/conceptually interesting to me. I already have an extremely moody opening area that stands out to me as one of the most incredibly tense starts in a Quake map I can remember seeing.
It leaves me with another set of issues, however.
I can't seem to get things to rotate "nicely" in TB. Simply put, it eats texture alignment alive when I rotate objects AND I can't manage to keep edges in their place when they should be. I ended up face-dragging, but in a lot of ways that's even worse (edges stay in their proper place, but texture alignment still gets broken AND I have no reliable reference for how to rotate them to make them look nice again).
Furthermore, edge splitting (for when face dragging is the proper way to handle things, i.e. bent metal plates) doesn't seem to work for me, to the point that I'm reluctantly relying on the split mode of the clip tool.
SO. How do you rotate things nicely? And how, precisely, does one use the edge splitting function properly?
I can't seem to make a nice cylinder for the life of me (for giant steel cables). How does one do such things in TB?
And on the same topic, a steel cable texture would be nice, right now I'm using some ridiculous butchery of default ID textures to fake it. Is there a WAD that might have something fitting? Rope textures would work (I can always try finding a way to recolor them in the WAD) but I definitely need that twisted fiber bundle look, and the ID texture kludge is both obvious and irritating to the eyes.
Last question: clip brushes, how should you use them? I'm currently using them for a couple of minor navigational hazards (spawning in, walking forward and falling to the floor of the currently non-murderous void isn't a fun time) but I want to make sure that when the time comes for me to use them more extensively, I'll know what to do.
Thanks
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