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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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1. as Spirit says, don't just do a staight average of RGB. Try instead using one of the formulas from here: http://stackoverflow.com/questions/596216/formula-to-determine-brightness-of-rgb-color

2. Spirit, regarding the green tint on explosions, this happens because the explosion is blowing out the lightmap to white. At the edges of the explosion, only certain color channels are blown out, so you get different colored rings around the explosion based on the color of the explosion and the color of the pre-existing lightmap. To preserve the color better, probably an engine would have to calculate the correct color first for each lightmap point, then clamp all 3 channels to different values to preserve it. 
Also Spirit 
I wonder if the weird green tint on explosions/dynamic lights when playing games with (reddish?) lit files is also due to this. Noticed it a lot in the jam6 maps with QS.
I think I see this with the rocks in jam6_daz, pretty sure it is completely normal (the rocks have a bit of green in them, the explosions are white so the orange tinted lighting briefly changes to white) 
Yeah. 
I think it is more of an optical illusion as well. Partly the rock colours, partly the amount of red on screen getting your retinas to get cyan/greenish afterimages a bit.

If you look at this shot with it looks a bit greenish on the rim of the light sphere.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/lighting_1.png

When looking at it with lightmap only it is a lot more yellow looking, and there really are no greens as such, but some dirty yellows.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/lighting_2.png 
How Cool Is That 
Contrast/complement effect from red tinted faces? Someone should test if we see red if the lights are rather green. 
 
Just made a quick test room with greenish cyan light.

Plop in there and shoot some rockets at the walls. Esp the blue wall looks weirdly purple-ish. So it seems like it does work at least a bit.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/complementtest.bsp 
Missing Lit File Please 
 
Derp. 
Beyond 4096 
which engines support both bsp2 and > 4096 boundary protocol?

i checked the usual suspects: DP and RMQE but neither supports BSP2.

Prefer a stock-alike engine if possible. 
 
Fteqw should do, you can make it very stock like too. Quakeforge might do it too, not sure though. DP does support bsp2 though, did you use an old version. 
 
thanks spirit, what is quakeforge?? will need to google that shizzle.

i thought DP did bsp2?? but it said unsupported type. although, now I look at the build, it says it's from june 2011. so yeah, probably an old one.

grabbed the 20140513 build, loads the map, but geometry flickers like mad: http://shoresofnis.com/temp/jam620150828131103-00.jpg :( 
 
BSP2 support (allegedly): DarkPlaces, QuakeSpasm, Fitzquake Mark V, qbism Super8, latest automated build of FTE, TyrQuake from 2013 or later, and QuakeForge. 
DP Flickering Bug 
try "r_useportalculling 0" 
 
ouch, same here. It also spammed more than 500 times "Mod_Q1BSP_RecursiveNodePortals: WARNING: new portal was clipped away".

Quakeforge is pretty awesome. Very non-standard though in terms of getting it properly configured (at least on Linux). It deserves a lot more attention. 
 
I moved the BSP2 page from Quaddicted to http://quakewiki.org/wiki/BSP2 , edit ahoy please 
 
works perfectly, thank you ericw! 
Wvis 
Would waiting longer be of any use
Throw Me An EMail Plz 
How complex is the map ? Are you making use of detail-brushes ?
Did you try compiling it with TyrUtils ? 
Says I With No EMail Set In The Account. 
rebb at voidspark net 
Quiet 
complex, cut out all extra brushes to reach limit, was bound to bjp_tools_xt_290914 latest tools and would only light with tyrutils015_win32.

I get the feeling only the old vistools will help me out here, and the experience is one week.

I'll send you the map, thanx for your answer. 
Madfox 
Did you notice post #15023? Asaki is offering to help you with your QC trouble. By the way, the email address and website url on your profile is outdated. 
Neg!ke 
I know. I will send Asaki the info.
And yes, my email was outdated and meanwhile I'm restoring my new website. 
No Spawn Function For Func_dm_only 
I'm trying to set my jam 6 level for deathmatch. Navigation would improve with some teleports. Then I found this entity func_dm_only, a teleporter for deathmatch only. But standard id1 doesn't seem to have it and I get a "no spawn function for" console message.

Any ideas? I believe id1 progs.dat should have this entity... 
 
not in my copy of the source code. i've also never heard of it.

i think you can simulate this effect by checking all 3 of the not easy, medium, hard skills. 
Necros: O_o 
Wow, that worked. I thought the skill checkboxes had no relation with deathmatch yes/no. Or at least that would fail in nightmare skill (not easy, not medium, not hard).

I already had a logic gate setup working. Got back here just to say it. But now I'm deleting it. Just have to be sure if the 3 checkboxes work for every entity (even those where Jackhammer UI doesn't show the checks). 
 
if you are missing checkboxes, you can just manually set the 'spawnflags' field to '1792'. this is the bits 256, 512 and 1024 added together. you can do this for any combination of flags. 
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