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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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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 
Thanks 
Argh, that does look like a bug.. I'll look into it 
Using "2016-11-20 TyrUtils-ericw 0.15.9 Release" 
I forgot to mention that. 
Sorry This Must Be Asked Multiple Times 
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 
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* 
 
 
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. 
 
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~ 
 
 
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 
Just Testing* 
This Link 
Newhouse 
yeah, you might be able to use project textures to get a ground effect for those stained glass windows. 
Who Has A Long Memory? 
I remember using a texture tool ages ago that had a "remove fullbrights" function. It would map those colours to their closest non-fullbright colour.

Does anybody know what tool this is? 
TexMex 
 
Texmex Misses A Color (a Red?), IIRC. 
You could always open the palette in your editor of choice (photoshop, gimp) and remove the fullbrights and palettize the image that way. 
You Know What... 
I feel like an idiot, I looked through texmex last night and couldn't find it.

of course it was in the adjust brightness dialogue. 
Light Color Selector In JACK, Missing W/ad_quake.fgd 
Anyone know why that happens when I switch to the AD .fgd?

Happened with 1.42 and stayed with 1.5

If I switch back to ericw's .fgd it magically comes back. I looked thruogh both files to see if there was something I needed to add/remove but I didn't see what needs to be done. 
@Shamblernaut #17707 
Thanks, I forgot how it was called.. so what I'm looking for is "project textures"? 
On Your Light Entity 
_project_texture texturename

I know the quoth fgd has this property. You might be able to copy the relevant lines from there into the the ad / vanilla / other fgds that you want. 
Texture Path Or Just Texture Name? 
I tried but couldn't get it project window01_3 texture, just normal light. I added _project_texture to my light entity that has target, it is spotlight. Also tried it for not spotlight, but didn't do what it should do. 
 
I tried delay 0 and 2, value 300 - 600 
 
_project_texture will only work if the texture is also used in the map somewhere. It takes a name like "window01_3".

Alternatively, try what I suggested in #17699 - set _shadow 1 and _alpha < 1 on the window with a light source behind it. Don't expect too much though, you'll just get a colored blur since quake's lightmap resolution is low. 
Yes, I Tried Exactly That 
And there seems to be little changes in light map. Wasn't sure about the result, thanks for your help. 
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