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#15299 posted by metlslime on 2015/08/24 21:24:14
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
#15300 posted by ericw on 2015/08/24 21:29:06
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.
#15301 posted by ptoing on 2015/08/24 21:34:53
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
#15302 posted by Spirit on 2015/08/24 22:03:48
Contrast/complement effect from red tinted faces? Someone should test if we see red if the lights are rather green.
#15303 posted by ptoing on 2015/08/24 23:17:27
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
#15304 posted by Spirit on 2015/08/25 16:35:51
Derp.
#15305 posted by ptoing on 2015/08/25 16:57:13
Beyond 4096
#15306 posted by necros on 2015/08/28 17:33:45
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.
#15307 posted by Spirit on 2015/08/28 18:12:16
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.
#15308 posted by necros on 2015/08/28 19:14:29
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 :(
#15309 posted by Joel B on 2015/08/28 19:34:36
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
#15310 posted by ericw on 2015/08/28 19:35:36
try "r_useportalculling 0"
#15311 posted by Spirit on 2015/08/28 20:03:03
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.
#15312 posted by Spirit on 2015/08/28 20:16:02
I moved the BSP2 page from Quaddicted to http://quakewiki.org/wiki/BSP2 , edit ahoy please
#15313 posted by necros on 2015/08/28 20:41:05
works perfectly, thank you ericw!
Wvis
#15314 posted by madfox on 2015/08/28 23:07:29
Would waiting longer be of any use?
Throw Me An EMail Plz
#15315 posted by rebb on 2015/08/28 23:26:04
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.
#15316 posted by rebb on 2015/08/28 23:33:09
rebb at voidspark net
Quiet
#15317 posted by madfox on 2015/08/28 23:53:42
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
#15318 posted by negke on 2015/08/29 09:37:36
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
#15319 posted by madfox on 2015/08/29 21:19:56
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
#15320 posted by adib on 2015/09/01 03:00:40
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...
#15321 posted by necros on 2015/09/01 04:43:53
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
#15322 posted by adib on 2015/09/01 06:18:06
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).
#15323 posted by necros on 2015/09/01 06:22:11
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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