#15800 posted by
JneeraZ on 2016/01/11 19:48:01
"14 new posts! This gonna be goo ... oh."
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Lighting Giving Me The Finger
#15801 posted by
aDaya on 2016/01/11 21:57:08
So I don't know what the hell is going on. My start map is as for now divided by 2 sections: a short cave section, and the skill portal room. No matter what I do (and by that I mean changing light torches' light values, deleting some, up to just deleting all of them), the cave will always be flat-litted, but as soon as the skill chamber show its nose WHOOPS strong shadows and sunlight-quality shadows (At first I did add in sunlight2 but I decided to take it out because there wasn't any impact lighting-wise).
Just look (also in those shots light torches in the first section are supposed to be deleted, and worldspawn's light value is set to 170):
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214603-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545717-razenkrauft20160111214611-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214655-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545718-razenkrauft20160111214744-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545721-razenkrauft20160111214753-00.jpg
Also, somehow removing the fog key from worldspawn made the skybrushes visible again in DP.
I don't get it.
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What Delay Values
#15802 posted by anonymous user on 2016/01/11 22:18:48
are you using for your lights?
It looks like delay 3 lights(no falloff at all) from afar to me.
Use delay 2/5 for best results, also add the -addmin switch to your commandline for tyrlight.
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There's No Delay
#15803 posted by
aDaya on 2016/01/11 22:43:14
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Did You Delete The Lit File?
#15804 posted by anonymous user on 2016/01/11 22:47:36
outdated lit files with the same file name get loaded by the engine anyhow, resulting in things like this.
http://www.quaketastic.com/files/hollow_odds.jpg
Check values on worldspawn in your map that seem conspicous to you. Even a "sunlight_color x x x", or a "light" value.
Delete those too, report back.
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Fog
#15805 posted by
adib on 2016/01/11 22:48:13
Some engines in some machines don't like 0-255 values for fog, you have to use 0-1 (like 0.2, 0.5, etc) for best compatibility
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^Also This
#15806 posted by mfx on 2016/01/11 22:51:19
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Adib And The Fellow Above Him
#15807 posted by
aDaya on 2016/01/11 22:59:11
fog was already set on 0.3. It showed OK on Quakespasm but somehow not in DP.
A light key of 170 was still active in worldspawn, so I deleted it, just like the lit file (which I deleted once when my lighting problem occured, but it changed nothing).
Now though, after compiling (with the -addmin key still in) now everything is flat-litted (which is brigther than the initial value of 1170, so I assume it went back to 300), even the skill chamber.
What now?
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DAYA
#15808 posted by mfx on 2016/01/11 23:10:06
Dont use the worldspawn "light" key. Ever. It is better to start with a totally dark map.
It seems you have problems in doing what i adviced you to.
Are there any surface lights you may have overlooked?
To make this more clear. A map with no lights and a worldspawn "light" set to 0 should be rendered fullbright when loaded in engine.
So, assuming you deleted all lights and that worldspawn key, plus lit file, you should now see a fullbright map in the engine.
Now,as a test, put one torch in, and recompile. Report back.
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Just Put A Single Torchlight At The First Room
#15809 posted by
aDaya on 2016/01/11 23:22:45
It produces light and shadows as usual, and the rest of the map is pitch black. Water is fullbright but I guess this is a quake feature to allow liquid brushes to be recognizable no matter the light values.
Are things good now?
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Daya
#15810 posted by
adib on 2016/01/11 23:24:46
I set fog to 0.3, but fog color like "64 192 255". Worked in MarkV at home, but gave me a white screen (like overbright fog) at every other machine. I changed it to "0.25 0.75 1" and now it works in all systems.
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Yes
#15811 posted by mfx on 2016/01/11 23:26:16
this sounds good.
The waterlight issue is being worked on atm, this is standard quake light behaviour.
Glad to help!
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For Now
You can "bypass" the "issue" of fullbright water by using an external 24bit texture.
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Daya Could Your Issues Be
with DP? Search in this thread for #15623 and try compiling with the tools linked in that post.
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Nightmare Skill Detect Hack
#15814 posted by
mjb on 2016/01/19 22:22:32
Hello there, I have been recently playing with Quake mapping and have absorbed a lot from these forums. I find myself stumped and would like to ask for assistance from the many experts here!
Following Preach's NM skill detect map hack I am receiving a crash on map load. Now I thought adding "ai_stand" "SUB_Remove" as a key-value pair would solve the issue but it does not.
I am probably missing something but any insight would be appreciated so I can cater Nightmare to my liking! >:)
Thank you!