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Posted by ionous on 2016/07/22 09:36:32 |
The time has come once again.
The time to go forth and map, IDbase style. More specifically, Than�s APSP2, a loving ode to water, pipes and plumbers. Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set.
For this seventh of maps jams, the Quoth mod with be employed. Grab it here:
https://tomeofpreach.wordpress.com/quoth/
Any questions or comments, please post to this thread only.
Theme � Back to Base
Deadline � August 11th, 2016
Texture Wad - There are texture wads for this jam that include many theme related textures. It is not required to use these textures in your level, they are provided for inspiration and convenience only! Check this texture repository for more wads : https://www.quaddicted.com/files/wads/
Compile Tools - It is recommended that you use EricW's updated Quake compiler suite as they add much new functionality to lighting and visibility. It even has surface lighting!
Download EricW's tools : http://ericwa.github.io/tyrutils-ericw/
Download worldcraft / Jackhammer fgd for these tools> : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
Engine:
Quakespasm / Fitzquake. The usual suspects.
Theme reference images:
http://www.quaketastic.com/files/Jam7/jam7_boilerfeedpump.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtower.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtowerinside.jpg
http://www.quaketastic.com/files/Jam7/jam7_filtration.jpeg
http://www.quaketastic.com/files/Jam7/jam7_refinery.jpeg
Download the Map Jam 7 zip:
http://www.quaketastic.com/files/Jam7/Map%20Jam%207.zip
Please post WIP shots of your maps. There�s nothing like a few constructive words to fuel one�s inspiration.
Lastly, a list of mappers streaming their mapping skills:
http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)
If you want to be added to the stream list, just post below.
Thanks to Daz making the introduction video (which shall be forthcoming). |
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Cool!
#126 posted by DaZ on 2016/08/02 16:54:13
Nice one Rob. Iirc, my ericw tools fgd doesn't have entries for the latest tool options ie phong shading and the radiosity lights, so you'll have to do that stuff by hand if you need to use them.
About Lighting Techniques?
#127 posted by NewHouse on 2016/08/02 17:23:01
Is there ways to make different kind of lighting other than just placing normal Lights everywhere on the map?
What is phong shading or radiosity lights? Is there way to light up some areas precisely and not just playing around with this normal/spotlights?
And if I give the Light target, some info_null somewhere, does the light value need to be very high to see actual spotlight? I haven't been able to get any results I see others are using. Is there some clear documents laying around somewhere I haven't realized before?
I earlier get that documentation about commands I can use to get some nice results about sunlight and so on. But the actual lighting in map, by using these entities, is there good examples of them somewhere?
NewHouse
#128 posted by DaZ on 2016/08/02 17:30:47
You need to be using the ericW compilers to get all the fancy stuff, here is the website and details about how all the new stuff works : http://ericwa.github.io/tyrutils-ericw/
If you want example maps that use all this new stuff, it may be worth downloading map jam 6 as most of the map sources are included with the download and most use ericW tools.
Lighting Docs..
#129 posted by NewHouse on 2016/08/02 17:31:50
Are some of these used for entities to get different lighting?
file:///D:/Games/Quake/Utils/tyrutils-ericw-v0.15.5-win64/doc/light.html
DaZ
#130 posted by NewHouse on 2016/08/02 17:34:35
Yes, that's the one I already have used for my maps in development. I was just asking is there something I can do on those light entities individually more than just giving color, light and spotlight target?
DaZ (More)
#131 posted by NewHouse on 2016/08/02 17:37:43
LIGHT.html seems to have introduced Light entity keys.. "_surface_spotlight" "n"
Yeah
#132 posted by DaZ on 2016/08/02 18:08:24
The main entity keys you should experiment with are "wait" and "delay" you can get some really nice effects with combinations.
if you have a look at the source map for jam6_daz you can see I use light ents with delay and wait for subtle fill lights in most areas. Also there is a single light used as a texture light so all lava in the map emits light.
NewHouse
#133 posted by khreathor on 2016/08/02 18:36:57
I found this light entity description. I hope it will help you understand how few things works: https://shoresofnis.wordpress.com/guides/lighting-basics/
#134 posted by Rick on 2016/08/02 18:50:27
This image that I've posted before may help a bit. You could make a similar map to play around with and get a feel for how the different settings look.
http://quaketastic.com/files/LightTest.jpg
#135 posted by ericw on 2016/08/02 18:53:09
Yep necros's guide is a good resource.
I would avoid "_surface_spotlight", it's for a very niche use case (automatically creating spotlights on a given texture, which are lights with a cone-shaped illumination).
If you want to get some automation / spend less time manually placing lights, regular surface lights with the "_surface" key are a good choice, see the bottom screenshot on my page: http://ericwa.github.io/tyrutils-ericw/
Also the "-bounce" feature can be used as a substitute for manually placing fill lights. Check the first screenshot on my page, the "without bounce" screenshot is the basic map lighting which is very dark, and adding bounce brightens it up.
Thank You All Very Much**
#136 posted by NewHouse on 2016/08/02 19:30:43
Big thanks for everyone*
I haven't even touched delay options yet, it seems to be main key here. That LightTest shows really well results, I can assume getting.
I use -bounce and bouncescale is 0.025... I chose that amount for a different map which I wanted to have very dark areas - I wanted to focus on Light entities to give light the way I can be more in control how everything should look.. I want to make this map feel also the same way.. dark but clear.
I hope it's not bad thing that I personally prefer more Episode 4 look/feel when it comes to lighting. But I do want to be able to give some contrast, and not making lights make walls look too bright/white or whatever color I choose to use in different places. Hopefully those settings will make light blend in a larger areas and not making the surface of brushes too bright or anything.
Now Using Delay "2" For Test Lights
#137 posted by NewHouse on 2016/08/02 19:52:36
Delay "1" I Mean
#138 posted by NewHouse on 2016/08/02 19:54:19
^^;
Iirc, my ericw tools fgd doesn't have entries for the latest tool options ie phong shading and the radiosity lights, so you'll have to do that stuff by hand if you need to use them.
You did remember correctly, but no need to do it by hand, I've just updated the FGD to add the phong, bounce, and sun2 stuff (also lights' _project_texture key, which is fun to play with). A thousand pardons for changing some of the names you chose for the sunlight stuff, but with the new _sun2 keys it was starting to get a bit confusing.
_project_texture
I can't see this in the light documentation, what is it and what does it do?
I'm not sure when it was added, but in 0.15.5 it's documented in the LIGHT docs, just at the end of the "Light Entity Keys" section.
_project_texture is a key on light entities that specifies a texture to cast from that light, like a projector. The texture must be in the BSP, so you'll need to apply the texture you want to use to some surface somewhere before it'll work properly. Couple it with _bounce and I imagine you'd be able to make some nice stained-glass effects.
There's also _project_mangle and _project_fov, which do just what they sound like in terms of customizing said projector light.
I'm having a bit of trouble using it, actually, at least the _fov stuff seems a little fiddly. Maybe I'm just dumb, or maybe I have something in my FGD defined incorrectly, I'm not sure.
#142 posted by ericw on 2016/08/02 20:48:56
Yeah, it's a feature Spike added for doing spotlights that project a texture like: http://i.imgur.com/34R1w4W.jpg
I think "_project_mangle" is buggy, the docs say it expects "yaw pitch roll" like a spotlight mangle, but I think it actually wants "pitch yaw roll".
I'll fix that in the next light release to be consistent with spotlights, so it's experimental/unstable only for now.
#143 posted by dwere on 2016/08/02 20:54:34
Can you do animated lightmaps with this thing?
With Textured Spotlights I Mean
#144 posted by dwere on 2016/08/02 20:56:16
Not just blinking, but changing the texture.
#145 posted by khreathor on 2016/08/02 21:09:44
I doubt it. I guess it just spawns lights in places where specified texture occurs.
Lol
#146 posted by ericw on 2016/08/02 21:15:05
I think you could do it.
Create multiple textured spotlights and give them unique targetnames. Set the START_OFF on one. Trigger both targets to toggle one off and the other on?
#147 posted by ericw on 2016/08/02 21:16:54
My screenshot could be misleading, _project_texture doesn't make textures automatically project light, but it just makes that specific entity project that texture
Glad You See This Lighting Discussion
#148 posted by ionous on 2016/08/02 22:27:08
I'm still terrible at lighting, so thanks for posting these lighting links.
Oh, and I'm mapping in about an hour.
https://www.twitch.tv/ionous
Quoth Setting Up?
#149 posted by NewHouse on 2016/08/03 12:56:36
Hey, is anyone else having wierd jumping to the other location and getting tuck to brush, and the last thing you remember is shooting while enemies in my case bob/executioner shoots you? Earlier I though it was just because of some bad habits of making too complex geometry, but that seems like it wasn't the case this time.
I'm using ne_q1spCompilingGui103 compiler and my setting are:
LIGHT.exe -> -bounce -bouncescale 0.1 -soft -extra4
VIS.exe ->
-level4
CONSOLE ->
-hipnotic -game quoth -game jam7_newhouse -maps
Am I missing some commands or something? I just simple don't have any reasons to start redoing locations because problem is somewhere else, sorry for being pain in the ass.
Looking Forward To This...
#150 posted by distrans on 2016/08/03 13:10:49
Ah that's great, was really feeling some sort of late afternoon or evening setting for my map idea.
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