#14977 posted by metlslime on 2015/06/18 21:58:02
oh wait, it sounds like it might be a texmex bug (if the error occurs inside texmex too)
#14978 posted by metlslime on 2015/06/18 21:59:53
btw i didn't write the code in http://quakewiki.org/wiki/Quake_palette even though it claims I did. That's not now i write single-line comments :)
My Favourite Part Of That Article...
#14979 posted by Preach on 2015/06/18 22:20:33
...is how they managed to name all 16 rows without repeating the word "brown"
LOL
#14980 posted by JPL on 2015/06/19 13:38:46
Get Q3map2 To Not Strip Lights?
Hey there, I've heard about the q3map2 option -keepLights that is supposed to stop the compiler from stripping out light entities. Though, it never seems to work for me whenever I try it, what's the most correct usage?
IIRF
That is a worldspawn switch
RE: Pyro
So what should I do to use it? What process do I stick this thing on?
Sunlight Color?
#14984 posted by adib on 2015/06/22 05:25:42
What about worldspawn's "_sunlight_color" key? I'm using tyrutils v0.15 qbsp, vis and light, getting only bland white sunlight. It seems to ignore that key. I tried 64 192 255 and it's still white. I'm on Worldcraft 3.3, but that shouldn't matter. What am I'm missing?
Console Output
#14985 posted by adib on 2015/06/22 05:30:41
Sorry, I'm mapping for Quake 1. Here's light.exe output:
---- light / TyrUtils v0.15 ----
running with 4 threads
BSP is version 29
Colored light entities detected: .lit output enabled.
4 entities read, 0 are lights.
0....1....2....3....4....5....6....7....8....9...
Lighting Completed.
lightdatasize: 1989
0 switchable light styles
Writing BSP version 29
0.0 seconds elapsed
The level shows sunlight, but it's always white, no matter how I set _sunlight_color
#14986 posted by ericw on 2015/06/22 05:36:42
Make sure to copy the both the .lit and .bsp to your maps directory, if you're compiling in a different directory.
Does your engine have .lit support? Most do, except the original winquake/glquake.
Sorry!!!
#14987 posted by adib on 2015/06/22 05:41:40
Guys, think I pulled the trigger too soon. For some reason, when I ran light outside Worldcraft it worked. Sunlight is blue now. My bad.
Gotcha, Ericw
#14988 posted by adib on 2015/06/23 03:29:00
In order to eliminate unnecessary files, I was deleting the .lit
Gotta copy the .lit along with the .bsp
_sunlight2 On Tyrutils V0.15 ?
#14989 posted by adib on 2015/06/23 03:59:30
I noticed light.txt doc doesn't say anything about this key, but I see you talking about it sometimes.
Are you compiling your lights using tyrann's light.exe? Anyone setting _sunlight2 and/or _sunlight2_color?
Yeah, Sorry
#14990 posted by ericw on 2015/06/23 06:12:51
I made a fork of tyrutils with various new features, _sunlight2 is only in that. I haven't made a proper release, so it's just buried in various forum threads and hard to find :-(
The latest snapshot is from may 1:
https://www.dropbox.com/sh/1q5giu2leyvvhk0/AAA0UCacYD-tgVpElMSpf5Awa?dl=0
@ericw
#14991 posted by adib on 2015/06/23 06:53:25
Does this version have _sunlight2? Because it's doing nothing for my map. Do you happen to have some example map showing its effect? My map has a central yard where sunlight hits. I was counting on _sunlight2 to cast some sunlight on the "outside" walls as well.
Or Better Yet
#14992 posted by adib on 2015/06/23 07:29:27
Take this test .MAP:
https://drive.google.com/open?id=0B3Ww0W8WFfq7bFB6NGFhT2t1R0E&authuser=0
It has:
"_sunlight" "300"
"_sun_mangle" "180 -90 0"
"_sunlight_color" "255 64 64"
"_sunlight2" "200"
"_sunlight2_color" "64 64 255"
I was expecting to see a red square in the middle and all the other walls in a blue tint, but only the red square appears. What am I doing wrong?
Sky
#14993 posted by ericw on 2015/06/23 07:36:49
Yep, that build should do _sunlight2.
Only "sky" textures emit sunlight, just texture the outer box with "sky1" or any sky texture and I think that will fix it
Hmm Actually
#14994 posted by ericw on 2015/06/23 07:46:58
ignore that, didn't notice that you already had a sky textured skylight.
I think what's happening is, the _sunlight2 is working, it's just really dim because there it's a fairly narrow opening to the sky. A _sunlight2 value of 200 will light up a surface to a value of 200 only if it has an unobstructed 180-degree view of the sky. Try setting it to 1000 and you'll get some blue light on the walls. (this will make outdoor areas with more of a view of the sky too bright, though)
@ericw
#14995 posted by adib on 2015/06/23 15:52:39
Really? I thought _sunlight2 worked more like an "ambient" minimum light to the "outside" faces, ones facing a sky textured face in any angle (maybe inside the same portalled volume?). I mean, there is ambient light for all surfaces and _sunlight2 for "outside" surfs. Did I get it wrong?
If the surface must have an unobstructed 180 degree view of the sky, the floor in this test level shouldn't be affected by _sunlight2?
#14996 posted by adib on 2015/06/23 20:00:12
Been seeing this kind of explanation:
"�_sunlight2′ and �_sunlight_color2′ to make a sort of outdoor minlight. The light utility creates an array of minlight casting suns in a circle and sort of floods outdoor areas."
I don't get what this "array of suns in a circle" look like. Not sure about the effect I should get as well.
Yeah
#14997 posted by ericw on 2015/06/23 20:46:05
bjptools has a _sunlight2 that works like you describe.
maybe I should have named my version something other than _sunlight2 because the effect is quite different. I wanted to not just do a simple minlight based on sky visibility.
Here's a screenshot: https://runeofearthmagic.wordpress.com/2015/02/22/yoghurt-sunlight/
The soft shadows on the main, pink, sunlight is a different feature (_sunlight_penumbra). You can see the difference in _sunlight2 in the shadow of the taller tower: in the top (bjptools) screenshot, the shadowed area is just an even shade of gray. In the bottom screenshot (my modified _sunlight2) the gray areas have more shading depending on how much a given spot can see the sky.
@ericw: It Works!
#14998 posted by adib on 2015/06/24 04:03:58
You were right. I set _sunlight2 to 2k to start noticing some change. A value of 20k turned affected surfaces into washed white.
Also, I need ambient occlusion, so I'll keep using your code :P
Thanks!!
@ericw - WIP
#14999 posted by adib on 2015/06/24 06:54:56
Here's my first attempt using your light tool. This is supposed to be moon lit, night time.
First, the fullbright image:
https://drive.google.com/open?id=0B3Ww0W8WFfq7cGUtN2pvdUZsWnc&authuser=0
Now, ericw's magic:
https://drive.google.com/open?id=0B3Ww0W8WFfq7Y05fZU5VcHZGNjg&authuser=0
Not sure if it's gonna be night. I'm gonna light the rooms and then try daylight / night.
I used here:
worldspawn
_dirt 1
_sunlight 350
_sunlight_color 64 184 255
_sunlight2 5000
_sunlight2_color 64 184 255
_sunlight_penumbra 4
_sun_mangle 180 -90
Lighted with -extra4 -anglescale 0
The level is very vertical. There's a floor below, with ugly shadows. I had to help with two point lights scaled 0.1, value 50, no falloff, same color as the sun.
Still working...
Magic Is Right...
#15000 posted by generic on 2015/06/24 14:38:29
That's a good looking scene! What texture set are you using?
My Own Textures
#15001 posted by adib on 2015/06/24 17:55:59
These are all my own :) I intend to release them along with the level. It's intended to be 1x1 deathmatch, but I see Qonquer potential on it. We'll see.
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