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Check
#17510 posted by mjb on 2016/11/15 17:18:26
Did you check the light section of Ericw's site?
https://ericwa.github.io/tyrutils-ericw/doc/light.html
I believe this has the all information.
Naitelveni
#17511 posted by ericw on 2016/11/15 20:02:47
For phong shading, just set the "_phong" "1" key/value on a func_ entity. If you have some regular worldspawn brushes that are not part of an entity, but you want them phong shaded, you can group them into a func_group or func_detail and then set that key.
To confirm it's working, do a compile with the "-phongdebug" command-line option for light.exe, the load it in the engine and enter "r_lightmap 1"; you should see something like this
For bounce: add "-bounce" to your light command line, or set "_bounce" "1" in worldspawn. There is a "_bouncescale" option to tune the brightness of bounce lighting, check the screenshots at: https://ericwa.github.io/tyrutils-ericw/
#17512 posted by Naitelveni on 2016/11/15 21:48:55
So i do this in Trenchbroom?
set_ "_bounce" "1"
http://i.imgur.com/yoRxGaG.jpg
then to set the scale i type "_bouncescale"
Yep That Should Do It
#17513 posted by ericw on 2016/11/15 22:17:20
#17514 posted by ericw on 2016/11/15 22:48:37
That looks like too many lights, especially if you're going to use bounce (which sort of gives you fill lighting for free).
Maybe try deleting some of those and adding some light sources that have a matching texture or a torch/flame entity
#17515 posted by muk on 2016/11/15 22:54:53
Youll probably want to completely redo all your lighting once you start using bounce.
give "extra" or "extra4" a try too.
I have it in my compiler settings, but you might be able to add it to the "worldspawn" like you did with "_bounce".
Note that when you do it in the compiler you use a dash(-extra) and when you do it in the worldspawn you use an underscore(_extra)
were you ever able to get the trenchbroom compiler working, nait?
#17516 posted by Naitelveni on 2016/11/15 23:19:46
Holy moly i got alot more light now, and its alot smoother! i redid all my lights, its alot simpler to do lighting now that i have the bounce on! I dont get those nasty deep dark areas that used to fill most of my map or thos over burned highlights, its so much softer!
I never actually got the trenchbroom compiler to work. I also gave up on it once i got Ericw's method to work (terminal).
I was watching Custom gamer once again while doing my map, this time a map by MFX and it made me want to play the map rather than just watch the map narrated by Daz's lovely voice (haha, but he does have a nice voice). So im trying to install Quoth, I have it in my folder Quake/quoth and in it the pak0.pak, pak1.pak nad pak2.pak. here is the problem where do i put the commands: -hipnotic -game quoth? In the console of quakespasm? They didnt work there..
#17517 posted by ericw on 2016/11/15 23:32:48
You're on macOS right? When you double click on quakespasm.app you should get the launcher, put "-hipnotic -game quoth" in there. e.g. http://i.imgur.com/WkH2FoH.png
#17518 posted by Naitelveni on 2016/11/15 23:37:41
ericw, im actually on windows because you gave me instructions on how to compile in windows.
#17519 posted by Naitelveni on 2016/11/15 23:38:36
i know that the mac app gives those commands on start but the windows one doesnt.
#17520 posted by ericw on 2016/11/15 23:43:04
Ok, cool. Spirit made a gif of how to add command line args on windows :)
he's using fitzquake.exe in that example but that procedure will work with any engine including quakespasm
#17521 posted by Naitelveni on 2016/11/15 23:54:19
Thanks!
Now Add Dirt!
#17522 posted by muk on 2016/11/16 00:01:45
#17523 posted by Naitelveni on 2016/11/16 14:23:39
I played the mapjampack7, the first map was visually stunning and so was the starting room. The second map bugged out, i couldnt get out of the zombie room once all the zombies were dead. The fourth map where the elevator goes up crashed once i left the elevator. XD
but really solid efforts by all the mappers!
Jam7 2.2
#17524 posted by mjb on 2016/11/16 14:37:31
Naitelveni,
Make sure you install the Quoth patch (2.2)
This is will most likely be the cause of any issues you encounter.
https://www.quaddicted.com/filebase/quoth2pt2patch.zip
#17525 posted by khreathor on 2016/11/16 15:41:46
For me Map Jam 7 become more like a disaster than success...
Most people never upgraded to Quoth 2.2 and because of that, few maps doesn't work at all, mine is broken. Not working map is a less of a problem imo, because you can definitely see something is not right.
My map starts just fine, but it breaks after a first minute. Most people noclip through the door and they continue with broken vending machines = not enough health or ammo. Few of them just quit after they see doors are broken. They just see this map as a broken piece of shit.
[...]
After they discover that other maps don't work, because of outdated Quoth, they update and never go back to my map. They:
a) don't want to waste their time to check out if that was a problem;
or
b) don't know that outdated Quoth was a problem and they blame me.
This happens in 80% of cases with this pack.
Hopefully retro jam map will work flawlessly, otherwise I quit this shit, lol ;D
Khreathor
#17526 posted by Qmaster on 2016/11/16 16:23:32
Lol hey maybe that was just me ok. No hard feelings. The jam didn't specify to use the latest version of Quoth so it's not on you.
Incidentally, it bundled Quoth with it did it not? Did it not bundle the right version? At work so can't check.
#17527 posted by khreathor on 2016/11/16 16:49:29
Original package has Quoth included, but Quaddicted one is repacked with Quoth stripped from it.
Mappack7
#17528 posted by Naitelveni on 2016/11/16 18:17:25
Oh shit! Now i really need to get the mappack to work properly, i feel bad after hearing that! It all looked really nice.
Is there a thread on upcoming mappack jams and how to give maps for review?
P.s. If i dont get maps, mods, editors, scripts to work properly its because im a noob! :)
#17529 posted by Mugwump on 2016/11/19 02:33:12
Is there a thread on upcoming mappack jams
Not a general thread, no, but there should be one for each Func_ jam.
Ericw Hint Brushes
#17530 posted by foogs on 2016/11/19 19:10:28
Is there a tutorial out there for using hint brushes. I guess what I'm missing is being able to see what's being drawn in my client in certain areas to actually test the brushes. But a tutorial would be more helpful I think for me than stumbling through it myself.
"HINT
Hint surfaces cause a bsp split and portal to be generated the on the surface plane, after which they are removed from the final bsp - they are neither visible, nor structural. Strategic placement of hint surfaces can be used by a map author to optimise the PVS calculations so as to limit overdraw by the engine (see also: vis(1)).
Use a texture with the name hintskip on any surfaces of a hint brush which you don�t want to generate bsp splits or portals. All surfaces of a hint brush must use either the hint or hintskip texture name."
#17531 posted by ericw on 2016/11/19 20:10:42
DarkPlaces can render the BSP portals with r_drawportals 1. This gives a visualization of how space is split up into BSP leafs, and should show whether the hint brush is working. I don't think Quake mappers have used them much.
Trencbroom 2.0 Q2 Map Compile
#17532 posted by Flesh420 on 2016/11/20 06:14:04
I'm trying to compile my q2 map with Trenchbroom 2, using qbsp3, qrad3, qvis3, and I get error: "Execution of command 'C:\name\etc\etc\ failed (error 740: the requested operation requires elevation.)"
What does that mean and how do I fix it?
One thing, I've never really known what parameters to use for map compiles, and have always just wung it, usually resulting in fine luck. So I'm thinking it might have something to do with that.
Any help would be appreciated.
#17533 posted by Flesh420 on 2016/11/20 07:01:27
^^
Also I'm using Win10.
#17534 posted by muk on 2016/11/20 07:27:32
Share a screenshot of your compiler settings. Might be all we need to figure it out for ya.
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