@dumptruck
#18670 posted by anonymous user on 2017/07/16 13:49:25
the fog is a lot thinner for me in dp, you might not notice it without a long line of sight. \fog 0 should tell you if its working without recompiling with dif density.
#18671 posted by Mugwump on 2017/07/16 16:22:33
If you don't find a way to fix this, you could make an extra .ent file with higher fog values for DP. No need to recompile.
@mugwump
So an .ent is an external file that runs along with the bsp like a .lit file?
#18670 I'll give it a shot - that could be it. Thing is I have very long line of sight in much of the map. Will keep trying.
Yes
#18673 posted by Mugwump on 2017/07/16 22:43:33
I don't remember the exact syntax but when you have a map loaded in DP, there's a command to save an external .ent file of said map. You can then edit it in a text editor. You can tweak, add or remove any entity this way.
Found It!
#18674 posted by Mugwump on 2017/07/16 22:46:30
sv_saveentfile
Lighting Guru Needed.
#18675 posted by Redfield on 2017/07/17 00:49:05
I am trying to get a light to look good. The problem is its a small flame on a torch holder on an angled wall (45 degrees to the grid). Normally these look fine, but the angled wall is causing the light to stop in a flat line and spread across the torch holder. Using tyrutil v0.15.9
The 2 screens in this album show the torch holders on the walls in the room, with the 2nd screen being a close up (look closely you will see the light stops on a flat line):
http://imgur.com/a/lDpUP
I have tried putting a second light entity slightly in front of the flame, and the flame itself is set with mangle 0 90 0 so it points straight up and the light doesn't hit the wall. With or without the second light entity, or changes to the torch mangle nothing gets rid of this solid line of light.
Any tips? Should I just not put torch holders on angled walls?
This Looks Like A Darkplaces Bug
#18676 posted by Qmaster on 2017/07/17 01:00:56
Are you in Darkplaces?
Try making the wall texture face aligned instead of world aligned, that way the lightmap might not goof up inside Darkplaces.
Try also to make your light holder a func_wall. Then, inside you func_wall create a world brush that is ever so slightly NOT touching the wall and completely covered by your func_wall. This way the light shouldn't hit an edge of a polygon since you won't break up the t_junc.
@Qmaster
#18677 posted by Redfield on 2017/07/17 01:02:53
This is Arcane Dimensions so Quakespasm only. I can try that func_wall approach and see what happens.
Hmm...
#18678 posted by Redfield on 2017/07/17 01:49:38
Didn't have much luck with putting a brush inside the func_wall. There seemed to be effects caused by the other light sources in the room, and in one case the light was cast straight down the wall behind the brush.
I might try just raising the overall light level in the room to mask it, but this isn't ideal. Geesh, what I would give for real-time, dynamic lighting.
#18679 posted by ericw on 2017/07/17 01:58:42
Try func_wall with the key "_shadow" "1" set, and no world brush inside.
Alternatively, try updating to the beta version of my tools: https://github.com/ericwa/tyrutils-ericw/releases
with either the original setup (world brush) or func_wall.
Resolved
#18680 posted by Redfield on 2017/07/17 02:31:14
Changing to a func_wall with shadows enabled has cleared up this mess! The light now spreads around the torch holder evenly and it is shadowed under. I guess this has something to do with splitting the geometry? It was a func_detail before.
Thanks again ericw, and I guess I can start compiling with the new tools and see what they are like.
Redfield
#18681 posted by Mugwump on 2017/07/17 02:48:36
Geesh, what I would give for real-time, dynamic lighting.
Good to see that you've resolved the issue but when you release your map, you could provide a .rtlights file for DP users. AD can run in DP.
I Have Been On Mars...
#18682 posted by Redfield on 2017/07/17 02:55:30
In a cave, with my head in the sand, apparently. I had given up Darkplaces as completely dead years ago. No wonder I had no idea what Qmaster was talking about.
I thought Quakespasm was the only engine that could reliably run AD. Well, in this case I can look into making an .rtlights file.
Heh! Well,
#18683 posted by Mugwump on 2017/07/17 04:21:49
to be fair, new DP builds aren't exactly well avertised. Even the engine's homepage shows an old 2014 build as the latest. One has to go to the /files/ subsection to find the new builds - ironically enough, on the main page this subsection is presented as a repository for old versions... Go figure. It's almost like LordHavoc doesn’t want us to use his engine!
RTlights Editor
#18684 posted by Mugwump on 2017/07/17 08:08:21
I have dug this out of my HDD. I haven't tried it yet but it's supposedly better than DP's built-in editor. You might find it handy. No idea who the author is and not exactly sure how to install it, the archive lacks any readme.
Looks Complicated.
#18685 posted by Redfield on 2017/07/17 12:41:39
I didn't think implementing Rtlights would be so confusing. Seems one has to do it within the Darkplaces game engine itself? This editor here seems to be nothing more than a progs file, so some kind of mod to run while editing the map in-game?
I can't promise I will be able to make Rtlights file with my map, but I will release the .map file when I am done so someone else can do it. I love the work all these creators have put into their respective engines, but trying to make a single map work a dozen or so engines seems counter-intuitive.
More Tedious Than Complicated, Really,
#18686 posted by Mugwump on 2017/07/17 13:01:21
as you have to manually edit each light. Possible workaround: I might be wrong but I think EricW's tyrutils can output .rtlights files. Can someone else confirm this?
#18687 posted by Spike on 2017/07/17 16:47:08
placement of rtlights is often dependent upon performance rather than merely compile times, as such its generally best to place them inside the same program that will have the performance issues so you can easily see when you've overdone it.
tyrutils-ericw does NOT have support for .rtlights files, rather the engine tries to generate rtlights automatically from the ent lump. This is of course more limited and kinda fuzzy as its trying to support maps that were made without realtime lights in mind.
This also means it doesn't understand surface lights, etc.
the easy way to deal with rtlights is to just ask people to disable r_shadow_realtime_world and let someone else place the fancy lights if they really want them... DP users should be used to that by now, at least for the recent/complex maps.
18688 & 18689 Are Art Or Spam?
#18690 posted by brassbite on 2017/07/18 15:14:13
Signon Buffer
#18691 posted by negke on 2017/07/18 17:55:59
This map here exceeds the signon buffer which causes old clients to crash. It says "allowoverflow not set", so I take it there's away to work around this? What's the commandline?
#18692 posted by Baker on 2017/07/18 18:26:39
You would have to get rid of entities in the map.
No other way.
For instance, it may be possible that your current map may work with "skill 0" (easy) but with hard.
Aside From Deleting Entities
#18693 posted by ericw on 2017/07/18 19:33:04
- delay spawn stuff (custom QC only?)
- if you have any func_wall or func_illusionary that are not doing anything dynamic, replace them with func_detail_wall or func_detail_illusionary from my beta compiler (but iirc you had a problem with higher clipnodes in my qbsp)
#18691
#18694 posted by Spike on 2017/07/19 08:06:01
some engines support bigger/more-precise coords (obviously not vanilla). for those engines you can reduce the signon size by switching from protocol 999 back to 666, or dpp7 back to 15 (iirc dp's bjp3 support is too buggy to be practical).
and if all of the above fails, use QSS or FTE as a server, these two engines both sidestep the signon buffer for almost everything so its max size isn't relevant. you can then connect to said server with your old client. not a great workaround, but hey.
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