#18077 posted by Naitelveni on 2017/01/15 18:02:20
i dont have an github acccount, you can make the report on behaf of me.
TB Compiling
#18078 posted by Naitelveni on 2017/01/15 18:03:49
it would be cool if compiling maps would be totally automatic. You would have an Export option in the File menu and it would give a popup window with all the possible options that can be checked or unchecked and then you just press OK.
Nait
#18079 posted by mjb on 2017/01/15 18:15:13
#18080 posted by Rick on 2017/01/15 18:26:56
I've been using batch files and Windows 7 for nearly a decade without problems. Most issues can be avoided by not letting Windows think for you.
Put your Quake folder directly in the C: drive, keep your maps, the compiling programs, and your .bat file in Quake/maps
Bloughsburgh
#18081 posted by Naitelveni on 2017/01/15 23:09:33
Thanks! ill give this a try, i think with windows creating a bat-file is quite simple. and thats my main way of compiling with mapping on windows, with macs i dont know how to create batch files
Surface Lighting?
#18083 posted by Newhouse on 2017/01/18 02:01:39
What is this "surface lighting" people have been talking a lot lately, when and how to use it? Is there certain techniques I need to know?
@newhouse
Scroll down to the bottom of this page. Super helpful feature in ericw's compiling tools.
http://ericwa.github.io/tyrutils-ericw/
#18085 posted by Newhouse on 2017/01/18 02:30:06
Really don't get it. Delay 2, light 150 is really strong combination. Then You have to pick texture for that _surface key, then it reflects it all over the place? Is this kind of replacing colored lighting in some cases, remember Pulsar talking about using it for lava in his explorejam2 map.
#18086 posted by muk on 2017/01/18 02:36:04
It emits light from the texture you set in the _surface key. Pretty simple concept, really.
Have a light texture? Use surface lighting to make the texture emit light. Instead of placing a bunch of light entities, you only have to place one with _surface set.
@newhouse
You can color the light or change the keys any way you want. That's just an example there. I believe there is a way to adjust how far from the surface of the texture the entity is placed and how many are placed over a large area. The default is 4 units from the surface and every 128 units a new light is added. It's all in the readme. So go map but go RTFM first. :P
#18089 posted by Newhouse on 2017/01/18 14:50:35
Sorry I read it, and I don't understand it.
So it.. reflects light, does the light need to touch something or not? Or will it be automatically value for every surface texture (brush that has that texture).
Will then brush's face that has that same texture.. reflect light around it or what?
#18090 posted by Newhouse on 2017/01/18 14:54:11
Sorry I'm over-thinking everything to be too complex, that is why I can't read manuals like you guys do.
#18091 posted by mjb on 2017/01/18 14:55:53
You have one point light entity with a texture name set on the _surface key
Now this one point light is considered a template and will not display light from itself.
But any texture with the name specified as the value in the _surface key will have that point light template applied about 2 units above the surface. You can use the _surface_offset (Maybe not the right formatting) to adjust how far the light template is from the texture.
So you could have 1 point light used to cast light from all of a specific light texture.
Thank You Very Much
#18092 posted by Newhouse on 2017/01/18 14:58:35
Now that makes sense, I simple prefer more practical answers.
#18093 posted by Newhouse on 2017/01/18 15:02:09
This will good for plats and trains, and all kind of places where light wouldn't touch otherwise, right?
#18094 posted by Rick on 2017/01/18 15:05:59
As I remember, you place one master light to define all the properties. One of those is the texture name. The others are all the normal light key/value settings. When light.exe runs, it automatically creates a light entity, with the properties you defined (brightness, delay, wait, etc), some number of units away from (in front of, below, above, etc) every surface with the texture you specified.
For surfaces above a certain size (64x64?) it starts adding more lights. This is where I always had problems. The way the surfaces were subdivided seemed erratic and unpredictable. Maybe that has gotten fixed, it's been a long time since I tried it.
NewHouse
#18095 posted by mjb on 2017/01/18 15:12:58
You'll have to go into the editor and decide for yourself where surface lights could be used best.
The example of ericw's site is a good case for it though. Where any place where the small rune texture is used it gives off light.
Delay 2, light 150 was just an example...you could do anything you want. If your originally plan was to place a point light with a high wait value on every instance of a rune texture then _surface lighting makes a great deal of sense!
I haven't played with surface lighting all that much but for when I did it worked quite well. I still like to fine tune values for individual sources however as different room sizes can change how the light is displayed.
You can also make the _surface lights act as spotlights with the _surface_spotlight key and value of 1
I Tried It, Results Weren't As Expected.
#18096 posted by Newhouse on 2017/01/18 15:29:54
https://drive.google.com/file/d/0BwxYkKdSD855cUlrYVl1Vk14WDg/view?usp=sharing
It feels like it doesn't light everything equally, maybe that is something to expect.
So should it be like lamps, rune icons etc. and not plane surfaces? like in my case I tried to use texture I used for extending platforms.
Surface
#18097 posted by mjb on 2017/01/18 15:47:57
I think that has to do with a new surface light being added every 128 units. So if you have large planes you are going to get some subdivisions and not the good Rush kind.
Lamps, and light textures in general are a much more suited option.
@Bloughsburgh
#18098 posted by Newhouse on 2017/01/18 16:34:51
But then again, it only works for maps where every light source from one specific texture is somewhat designed to be same, same range and intensity. Surface lighting would be good for giving this .. "ambient light" feel to some places that doesn't have much real light sources like fires, lamps etc.
You thinking about the same thing?
@Rick
#18099 posted by Newhouse on 2017/01/18 16:37:17
What is difference between delay 3 and 4?
Lights
#18100 posted by mjb on 2017/01/18 16:53:29
maps where every light source from one specific texture is somewhat designed to be same, same range and intensity.
That's generally how lights should be...consistent so surface lighting could be beneficial here. In terms of ambient light where there are scarce sources of light then I just think of delay 5 lights.
#18101 posted by Newhouse on 2017/01/18 17:35:21
Oh sorry, I use delay 2 and delay 5 together.. delay 2 would be consistent of course.
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