#15755 posted by necros on 2016/01/08 21:42:04
Use skip func wall.
Lighting Door / Lift Edges
Is there some trick to lighting door edges that are initially closed? I have some bars that block an area. When the bars open the edges are black as they are flush against a solid brush when light.exe does it's thing. I've tried all kinds of light positions in and out of the brushes. Any pointers appreciated.
#15756
#15757 posted by Kinn on 2016/01/08 22:05:37
per entity minlight
Thanks Necros
#15756
#15759 posted by Rick on 2016/01/09 03:56:39
If possible, change the solid brush that's blocking the light to something that won't. I use func_wall for that a lot.
Nick Kinn
Thanks guys. Totally forgot about per entity minlight as I've never used it up to this point.
#15761 posted by - on 2016/01/11 03:40:39
How safely can I ignore 'Warning: Too many light styles on a face...' in this day and age?
I know exactly where it occurs in the map I am fooling with atm, but it doesn't seem to have a problem in FitzV... have engines in general upped how many lightstyles can be on a single face? Or should I really not tempt fate here?
Scampie
#15762 posted by ericw on 2016/01/11 04:13:25
I think it's safe to ignore, it's not a usual "limit exceeded" message where the compiler is writing something that vanilla engines won't handle. The limit has always been 4 lightstyles per face, and that warning just means that your lighting setup generated more than that, but the compiler discarded some of them.
The only reason to be cautious is there may be lighting artifacts, because the lightstyle picked to discard is random (at least in tyrutils). It would probably be better if the light tool sorted the lightstyles by average brightness and discarded the one that contributed the least, so it would be less noticable.
Mm
#15763 posted by ijed on 2016/01/11 04:16:09
AFAIK it doesn't cause any b0rkage. Just those particular faces respect the earliest animated source in the hierarchy.
In engine terms it basically means how many light maps is in your level - each change in light level is a new one.
I suspect the reason that this hasn't been 'fixed' is because what would the fix be... apart from dynamic lightmaps.
Also
#15764 posted by ericw on 2016/01/11 04:20:11
it's not obvious, but regular non-dynamic lighting counts as one of those 4 lightstyles.
So, for each face you have the ability to have 1 static + 3 dynamic lights casting onto that face. (I think if the static lighting is pure black, you can use all 4 styles for dynamic lights - heh)
Crosspost
#15765 posted by ijed on 2016/01/11 04:20:17
So its not in sequence? I kind of assumed there would be some deciding (ie. predictable) element to it.
Double Crosspost!
#15766 posted by ijed on 2016/01/11 04:23:15
Yes, Mh did a lot of stuff with RMQe to try and solve this. We, the mappers, were basically a baby throwing its rattle out of the pram.
Ijed
#15767 posted by ericw on 2016/01/11 04:26:24
Hmm.. good point, it could be the order the lights are listed in the map file, and latest 4 types win.
Well
#15768 posted by ijed on 2016/01/11 04:32:58
What's a standard in one bit of Quake isn't necessarily the same in another - I'm just guessing.
#15769 posted by - on 2016/01/11 04:33:18
Alright, I was just thinking I could push a bit harder on lightstyles. I seem to remember long ago as a noob, that warning simply created unlit faces... so since I didn't see those, I thought maybe engines made more lightstyles a thing!... It's not a big deal, I've already moved things around slightly and don't get the warning anymore anyway! :D
The only reason to be cautious is there may be lighting artifacts, because the lightstyle picked to discard is random (at least in tyrutils). It would probably be better if the light tool sorted the lightstyles by average brightness and discarded the one that contributed the least, so it would be less noticable.
That seems like a good and reasonably simple idea to implement, but in my case likely wasn't even needed... I was only slightly overlapping in the far ends of some delay 2 lights, so I didn't even notice which it randomly selected to discard. Likely could've even raised my -gate setting from 2 to 3 and fixed it.
Transparent Textures
#15770 posted by aDaya on 2016/01/11 10:52:03
I put on my map thin brushes of vine textures with transparent background. Before compiling though I heard that a transparent texture has to have { as a prefix for it to work, so with texmex I renamed "swvine" as "{swvine".
I compile it with the "-fence" command in light, run it in Darkplaces, but the transparent effect doesn't occur: just big thin brushes with vines with a purple background. I thought this was a Darkplaces thing, because it couldn't handle Rubicon's transparent textures as well. So I run it in Quakespasm to see if it works here, turns out it doesn't work here as well.
What am I missing here?
Forgot To Mention
#15771 posted by aDaya on 2016/01/11 11:15:26
Those vine brushes are func_illusionary ones.
-fence Goes To Qbsp
Or Vis Idk
Tried Both, They Don't Recognize It, Unlike Light
#15774 posted by aDaya on 2016/01/11 11:58:32
#15775 posted by JneeraZ on 2016/01/11 12:27:19
You have the TGA with the alpha channel in the correct folder inside of Quake? It sounds like maybe it's reading from the BSP instead of externally...
TGA? Alpha Channel In The Correct Folder?
#15776 posted by aDaya on 2016/01/11 13:21:51
I need to know more...
#15777 posted by JneeraZ on 2016/01/11 14:05:24
Basically, the "{" tells the game engine to go read an external texture rather than using what's in the WAD file. The texture in the WAD has none of the alpha channel information in it.
I don't know the specifics, someone else will I'm sure, but you need to have the proper TGA file complete with alpha channel somewhere that the game engine can see it for loading.
#15778 posted by - on 2016/01/11 14:18:33
you don't need to use -fence, that is a light compile only thing for it to try and cast shadows based on your cutout textures.
alpha cutout textures simply need a few things to work: { prefix on the name of the texture; it needs to be applied to an entity (func_wall, func_illusionary, etc); and the parts which are going to be invisible need to be palette color 255. You don't need to compile specially, the engine is what does the work.
did you grab {swvine texture from the arcane dimension start map (or any AD map that used it)? if so, you should be all set, it would've been named correctly... open the compiled .bsp in texmex and be sure the texture is renamed, I suspect you've likely messed something up there either in the .map or in your .wad. Did you remember to change the brush in your map to the renamed texture?
Ignore JneeraZ, No TGA Stuff Is Needed, He's Mistaken
#15779 posted by - on 2016/01/11 14:19:10
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