 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.  
	 
		
		 Your Textures...   
		
		Reminds me of piranesi counter strike map, the original, not any source release.  
	 
		
		 Looks Great!   
		#15003 posted by  ericw on 2015/06/24 19:33:20  
		I guess _sunlight2 5000 may cause problems with overly bright lighting if you have any rooms with a bigger area of sky visible.
  
  Maybe I will look at some kind of exponential exposure thing for _sunlight2 so that rooms with a narrow strip of sky like yours can light up a decent amount, without washing out fully outdoor areas, like gb's city I posted earlier.  
	 
		
		 That Would Make It Even Better   
		#15004 posted by adib on 2015/06/25 02:38:25 
		... but is not my only problem. Take a look:
  
 https://drive.google.com/open?id=0B3Ww0W8WFfq7UHAxamdRcUF2YUU
 
 This is what happens when I set ambient light to 50: there is the brown texture color where black shadow should be (look where the crosshair is). There is "ambient light" where _sunlight2 doesn't reach (casting shadow).
 
  For now, I just gave up on ambient light. But how to solve it properly? Or is it nonsense?
 
  I know there is _minlight for brush entities. But should I turn a massive amount of brushes into some entity? What are the cons?   
	 
		
		
		#15005 posted by  metlslime on 2015/06/25 02:45:58  
		the brown is probably grey, it just looks brown compared to the blue lighting around it.
  
  Can you specify R G B for the ambient instead of just one number?  
	 
		
		 Hm   
		#15006 posted by  ericw on 2015/06/25 03:00:58  
		I thought there'd be a worldspawn key for minlight color, but looks like it's only available on brush entities (_mincolor). Will add that to the todo list.  
	 
		
		 Minlight Wouldn't Help   
		#15007 posted by adib on 2015/06/25 05:32:17 
		There is "external" ambiance, lit by moon, but there will be also rooms lit by orange lamps. I couldn't pick just one _mincolor.
  
 @metlslime I think it's not gray, it's just the texture pixels lit by worldspawn "ambient light"
 
  Anyways, I turned that whole wall into a func_wall and set _minlight to 50 and _mincolor to the same blue moonlight:
 
  https://drive.google.com/open?id=0B3Ww0W8WFfq7WG5tVzhfMkl0anM
 
 Looks like mincolor lit _sunlight2 shadows. But there's still unlit faces (facing down) and I don't know why. They are part of the same func_wall.   
	 
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