Name
#17680 posted by mjb on 2016/12/03 01:43:47
Verify the name of the actual skybox files. Is it "sky-dragonheart_" or just "dragonheart_"
#17681 posted by Naitelveni on 2016/12/03 02:10:39
Directions
#17682 posted by mjb on 2016/12/03 02:13:58
I think there should be the 6 cube sides for the skybox files.
Like sky-dragonheartup_
"""down_
"""lf_
Can you open the pak and see if those files are contained?
#17683 posted by Naitelveni on 2016/12/03 02:22:45
i dont know how to extract pk3.
can you send me a skybox file that i can test?
#17684 posted by Naitelveni on 2016/12/03 02:23:39
i downloaded the skyboxes from quaddicted
https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
i think they should be 6 sided
#17685 posted by Naitelveni on 2016/12/03 02:24:58
is there a texture that i have to give to a brush so i can see the skybox? like sky4
#17686 posted by khreathor on 2016/12/03 02:44:30
#17683 - You should be able to open it with any zip extractor, if I remember correctly;
#17684 - Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation
===> The Kothic Skybox Compilation
#17685 - you have to use sky texture;
@newhouse
#17687 posted by Baker on 2016/12/03 13:38:28
That's probably caused by a lack of sorting by distance for entities with transparency.
FitzQuake 0.85 draws entities sequentially. DarkPlaces likely sorts everything by distance.
I might rewire transparent entities to draw by distance in Mark V, but I've more focused on a mirrors on func_illusionary request for pulsar ..
And tuning some optional effects video and updating the Mac build.
Naitelveni
#17688 posted by negke on 2016/12/03 15:11:14
The only important VIS options are -fast for a quick and inaccurate test compile, and -level 4 for a slow(er) and accurate final compile.
#17689 posted by Naitelveni on 2016/12/03 16:10:50
you have to use sky texture;
What is a sky texture? i used both sk1 and sky4 and both of them wont display the skybox
#17690 posted by Naitelveni on 2016/12/03 16:13:48
i got it to work now! :)
I copied a skybox from my Arcane dimensions folder and placed in my id1/gf/env folder and it doesnt matter what sky texture i use! im happy with the result now :))))
Can Someone Explain Sun A Little!
#17691 posted by damage_inc on 2016/12/03 20:28:37
I created a square room, I placed a pillar directly in the center, I set sunlight mangle to 270 -45 0
This way the sun in relation to my Top view in JACK is at the top(centered). I placed the player start in relation to the Top view at the bottom(centered).
Now when I load the map the pillar casts a shadow directly towards me, correct. Looking right, the wall has a shadow at a 45 degree angle down, correct.
But looking left the wall is completely dark. It doesn't match the right side wall which I thought it would.
What is going on?
If there is a sunlight basics link(besides ericw's descriptions) please post it, thanks.
Reading This...
#17692 posted by damage_inc on 2016/12/03 20:45:15
https://shoresofnis.wordpress.com/guides/lighting-basics/
It states " �_sun_mangle� - This has the same format as �mangle� on spot lights, �Direction, Pitch, x�, which way the sun is shining. (Not the position the sun is in)"
So my question is, how do I know where the position of the sun is?
#17693 posted by ericw on 2016/12/03 20:57:53
The sun doesn't have a position like a regular light entity, it's a "distant light source" so wherever you are in the map, the direction vector to the sun is the same.
So what happens is from each lightmap sample in the map, the tool traces a line in the direction to the sun, and checks if it hits a sky face.
With the "yaw" component of mangle at 270 I would expect 3 walls to be lit up.. but with light coming in perpendicular to two of the walls, the value of "anglescale" will determine whether they receive any light, if "anglescale" is 1, those walls perpendicular to the sunlight direction will be dark.
There's also the possiblity of a bug of course. mind posting a screenshot?
#17694 posted by damage_inc on 2016/12/03 21:28:46
http://imgur.com/wwMXanr
And yes, the "back" wall I clipped thru is fully lit as well.
Oddly, the pillar gets lit the same way. Sorry it's not in the image.
Thanks for the reply
The Pillar
#17695 posted by damage_inc on 2016/12/03 21:44:48
Thanks
#17696 posted by ericw on 2016/12/03 21:58:54
Argh, that does look like a bug.. I'll look into it
Using "2016-11-20 TyrUtils-ericw 0.15.9 Release"
#17697 posted by damage_inc on 2016/12/03 22:19:02
I forgot to mention that.
Sorry This Must Be Asked Multiple Times
#17698 posted by Newhouse on 2016/12/03 23:00:16
I have tried to google and read guides, but couldn't figure out or make work some lighting techniques:
https://drive.google.com/file/d/0BwxYkKdSD855eGpsUFJCaDNPSUE/view?usp=sharing
NewHouse
#17699 posted by ericw on 2016/12/03 23:32:18
1. Classic light tools allowed regular light entities to shine through world sky faces, but my tool doesn't. One option: make the "Q" a func_illusionary with "_shadow" "1" and texture it with the "skip" texture. Omit the sky brush in the middle of your diagram.
2. yeah, this is something I just added in the latest version of my light tool 0.15.9. Just set "_shadow" "1" and "alpha" "0.5" on the func_illusionary window entity, for example.. tweak the alpha as needed.
3. spotlight or normal light will both work. A spotlight will only shine in the direction of the bars, whereas a regular light will iluminate behind / to the sides of the light entity as well. You'll want to make sure the light is bright enough, could try "delay" "2", and "light" "500" or "1000".
Thank You For Your Quick Answers*
#17700 posted by Newhouse on 2016/12/03 23:51:25
#17701 posted by Newhouse on 2016/12/04 00:10:41
This might be stupid question, but is it possible to make brushes receive less brightness or less light. And in case 3) still having strong shadows but the light between bars is mild.
#17702 posted by mfx on 2016/12/04 00:39:59
is it possible to make brushes receive less brightness or less light?
Yes, make the brushes a func_wall and give it the _lightignore 1 key.
Add minlight to have low light on those brushes.
Thank You~
#17703 posted by Newhouse on 2016/12/04 00:50:56
#17704 posted by ericw on 2016/12/04 00:56:25
Depending on what you want.. you might want to just reduce the "wait" key (default=1). So 0.5 = the light reaches twice as far, 0.25 = reaches 4x as far, etc. This way you can have a light that is only medium brightness, but it still reaches far enough to cast long shadows
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