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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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About lighting, no, there's no such thing. Quake lighting couldn't allow it. About engines, Fitzquake Mark V or Quakespasm are modern engines faithful to the original Quake. You should map for them. 
Specialbomb 
To add lighting to your map it's just a case of putting the light entities in there. There are additional features which increase/decrease the range of the lighting and there are different styles which add flickering effects too.

DP is probably not the best engine to test with unless you default back to normal lighting rather than real-time. RT lighting is something you can do once your map is finished and needs to be done within dark places itself. 
Specialbomb 
I'm pretty sure Quakespasm is also in the Ubuntu repositories, listed as "Quake". It wouldn't be the latest version, but should be just as easy to install as DarkPlaces.

Installing the latest version is trickier if you're not used to building programmes from source, but it's also doable. 
Quakespasm's Pretty Good! 
It really does look like original Quake! Well, besides the texture blending. I also figured out how to use the vis and light tools, and now I understand how I'm supposed to add and place lights. EricW's tools are a little advanced for me though, I have no idea what all of these features do. 
About Lighting 
At least editor can show true attenuation start/end circles. I'd guess most (if not all) editors atm only take "light" key into account and ignore "wait" and "delay". 
 
It really does look like original Quake! Well, besides the texture blending.

Gah! You need to enable crunchy pixels. I'm in the pub right now slapping ales down me neck so can't remember the command, but can a charitable gent do the honours, please? 
Gl_texturemode 3 
 
 
gl_texturemode gl_nearest

or (smoother)

gl_texturemode gl_nearest_mipmap_nearest

or (why would you do this)

gl_texturemode gl_nearest_mipmap_linear 
How 
to avoid it?

"sound ogre : ogridl.wav not looped"
"SV_Startsound not precached" 
Ericw, Some Help? 
You are the legendary quake modder, so I'm assuming I can get some free tips from a god (What do you want sacrificed?) 
I Need To Do My Fucking Homework 
Just realized this. I'm so fucking dead. 
Specialbomb 
You don't need all the fancy features of the light tool to make a great map. The original maps were made just using the lights as they are.

The most important key for lights is "light" which allows you to set the brightness of the light. 
FifthElephant 
But why light? I honestly think a DM map would be more effective if all places are equally lit, so that way you can easily see all places. I get the aesthetics, but not the effectiveness. 
Clear Map 
Noone forces you to make a map without light.
It can be a good way for improving your level on texture alignment.
Only take care to give it the vis-test level 4.

There were times I didn't map and I was more home at work.
:P 
Specialbomb 
There's nothing stopping you from making a map that's bright. But no-one wants to play a full-bright unlit map. It looks ugly and would make you look like a lazy mapper.

At the end of the day it's your map, I would suggest making it lit because people will (quite rightly) moan. :P 
Just Throw In Some Lights 
If you, at the time, do not care for lighting then just try something like this for your current map:

-------
Light
Key Value

light 450
delay 5
-------

Then just place them around the map, if you don't want many dark places then place many. It will look better than full bright and it will also be moderately equally lit. 
 
Also use _dirt 1 on your worldspawn. That way you at least have a little definition in your fullbright map 
FifthElephant 
Alright, I see. I just ran it through light, so I'll post it later. Super lazy right now. 
Oh, Wait 0_0 
I just refreshed, so I have not done anything you guys said. Lol, I have time tomorrow to do it. 
SpecialBomb 
Fullbright map messes with my depth perception. 
 
Outdoors can have light coming from the sky, but indoor areas look better if most of the light comes from an obvious source.

The various flame/torch models actually have a "light" key The source could be a light fixture made from brushes or one that is part of a texture. Windows and lava also make good light sources.

Even with a source, you will usually have to add additional light entities for fill and to simulate light bouncing off walls.

Good lighting is hard work. 
To My Level 1 
How I make walk to a monster? 
Do You Mean A Walking Monster? 
Check this link:

https://quakewiki.org/wiki/path_corner

Also,it could be beneficial for you to look over some of the articles there. 
Ok 
 
Testing Problem 
what engine is fine for test?

Because joequake had texture glitch, and fitz is heavy and don�t supports alt+TAB when I press it. 
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