Landscape Works With Csaddon In FTE
#20170 posted by Reyond on 2019/05/16 17:35:38
Hello, I copy this question from my thread which was deleted for some reason. I have some questions about terrain editor in FTE.
First of all, where are all those terrain files saved? I checked maps and other mod folders, but nothing is there.
The second question is which format is used for terrain in that editor? Is it some kind of format which can be used in other editors like worldmachine, or is it format which was created only for FTE?
I wonder how can I make light for terrain on my map. I am making map in q3 format and I would like to use only lightmaps without any rtl lights. But if there is no other way than use rtl lights is there any possibilitiy to make directional rtl light? I mean not pointlight but something similar to sun light shader in q3.
P.S. Nice editor. It is pretty convinient to use and in my opinion it is the simpliest way to make landscapes in quake forks. Thanks for that.
Sorry For Coping This Here
#20171 posted by Reyond on 2019/05/16 17:38:19
Sorry, I didnt notice, that Shambler already copied my question here
Lightmaps
#20172 posted by Reyond on 2019/05/16 17:44:48
What about adding the lightmap. Is it possible to make lightmap "from the sun" for terrain which was created with csaddon? And if it is possible how can I do that?
Light Sources
#20174 posted by arkngt on 2019/05/25 20:39:31
Quick and stupid question: Is there a limit on the amount of light sources one should use in a map? I've kind of gone overboard in my very first room, which has +1000 light sources by now...
Arkngt
#20175 posted by Kinn on 2019/05/25 22:19:42
Your light compile times should let you decide what's too much for your map. If the compile becomes intolerably time-consuming, then consider ways of simplifying your lighting. 1000 in one room does sound a bit crazy (how big and complex is the room?)
Light times for 1/x and 1/x^2 lights will be massively influenced by how much vis-blocking you are doing. If your map is very open without much vis-blocking, lighting will be exponentially more time-consuming than in a room-corridor-room type dealio.
In desperate times, for 1/x and 1/x^2 lights, the "gate" variable can be played with - this sets a hard cutoff on the area of influence of your light, but the light will just visibly "cut off" if the value is too high, so use this with care.
#20176 posted by arkngt on 2019/05/25 23:49:06
Thanks, much appreciated! Yes, I have six walkways in a room and decided to have small lights on the sides of them, which multiplied the light sources ridiculously. I can probably cut it in hald - every single small light texture doesn't need its on light source I guess.
Nice to know the issue will be compiling time rather than some technical limit.
#20177 posted by arkngt on 2019/05/25 23:49:22
*half*
#20178 posted by arkngt on 2019/05/25 23:57:53
So basically six walkways like this, although they weill extend to different rooms:
https://i.imgur.com/P1r1Obn.jpg
If nothing else, tinkering around with Trenchbroom makes me look at other Quake maps with different eyes, checking for neat ideas.
@-arkngt
#20179 posted by madfox on 2019/05/26 00:40:05
Did you know about surf_light?
It can be helpful with many lights for the same texture. Add one light with the argument surf_light light1 and all light1 textures receive this light without adding one.
Of course this do count as light and goes on for every light1 texture you use. So carefully before you reach the 625 entity count.
#20180 posted by Kinn on 2019/05/26 00:52:05
surf lighting is very coarse (1 light every 128 units) and not terrible controllable (if faces are split, more lights are generated)
I would consider a different design for the platforms that doesn't use tiling light textures with huge extents. maybe just have some light fixtures plonked along the walkways at reasonable intervals?
@madfox - what "625 entity count" ?
#20181 posted by Kinn on 2019/05/26 00:53:20
"not terribly controllable" I meant.
@-Kinn
#20182 posted by madfox on 2019/05/26 06:26:29
I'm still living in the age compilers use this 625 enitty count as limit. That means the total count of entity and lights have this ceiling before the game starts "warning maximum entities reached".
It can be nowadays engines don't have this failure, but I'm like an old dog that can't learn new tricks.
Something like the maximum poly's what is I thought 33768, and then try to build a map with one more to see what happens.
Your declarance though of surf_lights helped me to see why I keep getting those dark spots in my map.
Dude.
#20183 posted by Shambler on 2019/05/26 08:50:03
You do not need anywhere near that amount of overlapping light entities to give a good lit-up effect to that texture. Try 1/4 the amount and play around with the entity values.
#20184 posted by Kinn on 2019/05/26 13:06:21
@madfox
..... non-interactive light entities with no associated sprites or models, are removed as the map loads, so they don't contribute to the in-game entity limit (the "edict" limit)
This was always the case even with old unmodified engines.
of the lights that aren't removed, some e.g. torches, are turned into statics (so again, not contributing to the edict limit, only the static ent limit)
the only light "edicts" should be those that need dynamic interaction in game, e.g. switchables.
Arkngt
Since those lights in the screenshot above are "light_flouro" they are going to make a sound. Might be a bit loud or cause issues. You may want to use them at certain intervals 512 units or so.
Woah,
#20186 posted by Shambler on 2019/05/26 18:43:16
1000 light fluoros per room HYPE!
FTE Csaddon Terrain Lighting
#20187 posted by Reyond on 2019/05/27 13:37:58
How can I make light “from the sun” for the terrain made with csaddon? Is it possible to make the lightmap (I am working with q3 format)? Or if it is not possible, can I make directional rtl light in fte?
#20188 posted by madfox on 2019/05/28 20:49:48
How can I avoid monsters to start fighting eachother? (like ogres don't).
#20189 posted by anonymous user on 2019/05/30 09:12:16
Give them all the same classname
Duh
#20190 posted by madfox on 2019/05/30 09:33:20
(void) monster_anonymous = explode on it selve
return ;
From A Discussion Thread.
#20191 posted by Shambler on 2019/06/01 23:36:39
Lighting For Graveyard And Flat Ambience [EDIT]
Posted by Featheon on 2019/06/01 23:10:21
Thanks for hosting my question. I'm having trouble of solving light sourcing for a graveyard scene featuring tall mausoleum. In your experience, to get an even low ambience, does one use many point entities or one powerful entity and adjust the penumbra? I cannot use worldspawn light more than 20 for this project. Editor is trechbroom, engine is darkplaces.
Thank you.
#1 posted by anonymous user on 2019/06/01 23:30:26 spam
Try these tools if you aren't using them already: https://ericwa.github.io/ericw-tools/
Some options like -bounce may help. You'll need fewer light entities that way.
.mdl Files
#20192 posted by Izhido on 2019/06/05 18:58:26
What is the preferred way to create (or modify, if possible at all) Quake .mdl files? Unless I’m severely wrong (or utterly blind) the Quake-Tools repo in github do not mention a way to create them with any existing tools.
I know the progs are there, so you can alter their behavior (possibly), but what about their appearance?
Izhido
Here's the best tutorial on the web I've been able to find on the subject. This details every step and has links to tools etc.
http://pnahratow.github.io/creating-models-for-quake-1.html
@-izhido
#20194 posted by madfox on 2019/06/05 23:11:10
I'm not familiar with phonetics but maybe it are the format options this that you searching?
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