Vondur
Its very easy with Q1rad, just set it up in the lights.rad file like this:
*LAVA1 255 255 255 50
As you see above, there's the texture name, the 3 following numbers are the RGB values of the light, and the final number is the brightness.
Aguirre Und Frib
#2877 posted by Vondur on 2004/12/14 17:07:22
aguirre: yeah, i remember i was asking u that but was not sure where to search for that :> okay.
frib: yeah i know that util, but i use aguirre's light cuz it's more advanced though ;)
Aguire
#2878 posted by Jago on 2004/12/14 17:53:02
How trivial/hard would it be to port this feature from q1rad into your light tool?
I Haven't
#2879 posted by aguirRe on 2004/12/14 18:11:43
made any investigation, but I believe the lighting design is rather different so I don't think it'd be easy. If I understand it correctly, q1rad is based on HL's hlrad.
I have no current plans to include this functionality.
Vondur: Please try the new -gate 1 option as it really cuts down on processing time.
Yeah
The tools are fundamentally different, I imagine it wouldn't be possible to add any radiosity stuff into the existing quake lighting tools without a full rewrite of the code.
I'm sure it'd be much easier to integrate the advanced features into the radiosity tool instead, but that also would require a lot of work I'm sure (and in any case Riot has lost the code for Q1rad, so you'd be starting from scratch again).
Well
#2881 posted by Vondur on 2004/12/15 01:39:18
yeah i see it's rather complex task, then fek it. adding lava light manually isn't that bad in fact, you can make it more interesting.
off the laziness! ;)
aguirre, yah i tried it, but didn't notice any significant speed up (so far). maybe because the level is too small.
Vondur
#2882 posted by aguirRe on 2004/12/15 04:28:20
The good thing is that you're mapping again!
And as for the Fade Gate, I can e.g. make a complete re-light of Adamantine Cruelty in just 2:20, or Nastrond in 2:49 ...
Aguirre
#2883 posted by Vondur on 2004/12/15 05:07:50
regarding mapping: well, that doesn't mean i'll finish it ;)
regarding gate: eh? is the light quality the same as with -soft -extra etc?
Yeah
#2884 posted by DaZ on 2004/12/15 07:33:19
I used surfacelight for all the lava in my dm map "blood sweat & piss" (on my website - http://www.planetquake.com/dazdranz/ ) normal lighting for everything else, and dumped surface lights to the bsp with a program then lit it with arguires light.exe , worked a treat
Vondur
#2885 posted by aguirRe on 2004/12/15 13:48:09
The quality is the same. The difference is measurable but not visible. I use it all the time now and in most maps, it speeds up light processing by 2-15 times.
Movable Keys?
#2886 posted by Spirit on 2004/12/15 15:24:17
Is it possible to make a key move around in a level? I.E. I want a gold key "driving" on a func_train:)
...
#2887 posted by necros on 2004/12/15 15:29:55
so make a small func_train, and put the key on top of it.
Yeah Sure.
#2888 posted by czg on 2004/12/15 15:29:58
Just place the key on top of the train...
�_�
Excuse My Newbiness
#2889 posted by Spirit on 2004/12/15 16:02:20
=) You're right... I am not familiar with setting up func_trains, so I ever placed the key somewhere else but not at the "real" (as it is compiled) top of the trainbrushes:\ Well, me < editor < Quake
85
#2890 posted by Vondur on 2004/12/15 16:33:09
the train will begin its movement from the path_corner it targeted, so put the key under the train near that path_corner entity...
Aguirre
#2891 posted by Vondur on 2004/12/15 17:45:56
i've met some troubles with shadows of sunlight2/3.
http://vondur.net/images/fitz0004.jpg
i tried every possible settings with sunlights, including sunlight3 usage. and cannot get how to make these shadows render properly.
maybe because they're too far from the sky?
Difficult To Say
#2892 posted by aguirRe on 2004/12/15 18:20:56
from just the shot. I assume you mean why the bright spots are there? One thing that normally isn't very good is the sun pitch of -90. Please try e.g. -89 instead and see if it works better.
Otherwise I can only think of that sunlight2/3 is actually generated by a limited number of extra suns arranged in a grid around the upper hemisphere, which means that they won't be able to reach every corner, especially not if the architecture is complex or very vertical.
The distance from sky shouldn't matter since sunlight is non-attenuated (like delay 3).
If you wish, you can send me the zipped map+wad and I'll see if I can find out what's going on.
Aguirre
#2893 posted by Vondur on 2004/12/16 01:32:11
ok, the .map sent :)
Daz
I tried something like that a while ago, and couldn't get it to work, can you tell me how you managed to use two lighting tools on one BSP? Bastid :D
When I tried it, I found that the last lighting tool used stomped all of the pre-existing lightmap data, but perhaps I was doing something wrong (or using the tools in the wrong order). I was using Q1rad and aguire's light tool, but I can't remember which one I used first.
FRIBLETS
#2895 posted by DaZ on 2004/12/16 19:07:15
From my bsp.bsp compile.bat -->
dubsp -nocrouch bsp
vis -level 4 bsp
durad -extra -dumpfacelights bsp
dulight -extra -surfacelights bsp
if u dont have dulight/rad I can email them to you...
Thanks Daz
I do have durad/dulight, I've just never used them as I thought they were made redundant by Q1rad. I'll have to have a look, thanks!
/me Has Had An Idea
#2897 posted by tron on 2004/12/19 11:16:50
Do any quake engines that anyone knows of support moving lights with negative values?
FitzQuake Supports Colored Lightning
#2898 posted by madfox on 2004/12/21 13:04:45
but you must have an associated .lit file with your .bsp file.
Glad if someone would explane this a little more. Don't care to write one, if I knew how.
#2899 posted by - on 2004/12/21 19:41:41
Moving lights? I'd think darkplaces and tenbrae could do that since they're the only ones with dynamic lights I know of off the top of my head. Fuckall knows if they allow negative lights.
.
#2900 posted by necros on 2004/12/21 21:36:11
moving lights is easy.
make a func_train with a small brush. in the func_train, give the key 'effects' '1'
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