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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Sorry!!! 
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 
In order to eliminate unnecessary files, I was deleting the .lit
Gotta copy the .lit along with the .bsp 
_sunlight2 On Tyrutils V0.15 ? 
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 
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 
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 
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 
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 
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 
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? 
 
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 
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! 
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 
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... 
That's a good looking scene! What texture set are you using? 
My Own Textures 
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! 
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 
... 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? 
 
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 
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 
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. 
 
use minlight style (4) on lights with the colour you want. 
@ericw, No, You Are Right. 
I should think about the global "ambient light" in terms of "shadow color". If so, I should:

1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.

So, all I need is a worldspawn _mincolor, as you said. 
@ericw, No, You Are Right. 
I should think about the global "ambient light" in terms of "shadow color". If so, I should:

1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.

So, all I need is a worldspawn _mincolor, as you said. 
@necros - Thanks! 
Yes, the local minlights are doing the trick. Thank you all and I'm ending this flood. 
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