Sky Lighting?
#336 posted by grahf on 2003/07/11 17:42:07
how do you guys do it? sure there is tyrlite's skylight feature, but that only lights from one direction for the entire map. if you need sky light coming in from more than one direction, you're screwed.
I've seen some people place a bunch of small lights along the sky-ceiling of their map, which seems like a good idea. My question is, what values are appropiate? and how many lights?
Sky Lighting
#337 posted by R.P.G. on 2003/07/11 18:05:41
The intensity and quantity of lights will of course vary between rooms and their sizes. Normally if I'm not using Tyrlite's skylight, then I use just one light for the sun, with a light value of around 200, and a wait value that's usually around .2, but sometimes more or less. Smaller, low-intensity lights (and anti-lights) get placed around to add ambience and enhance the shadows cast by the "sun" light. These smaller lights usually have a light value of around 75 (or -75 if it's an anti-light) and varying wait values, but generally .25 to .4.
Now here's the part where someone comes along and tells me how oddly I go about lighting outdoor rooms.
The Secret To Lighting:
#338 posted by metlslime on 2003/07/11 18:32:24
play with it until it looks good. (This sometimes takes a while.)
#339 posted by Kell on 2003/07/11 20:00:29
(This sometimes takes a while.)
And the award for 'Understatement Of The Week' goes too...
:D
#340 posted by Vodka on 2003/07/12 00:45:43
"delay" "3" lights have no falloff (just like sunlight) - might try that.
But the real thing is to use radiocity sunlight
You Might Want
#341 posted by aguirRe on 2003/07/12 05:53:03
to check out the enhanced sunlight feature of my Light at http://user.tninet.se/~xir870k .
It makes an attempt to make outdoor sunlight more realistic and specifically doesn't require an excessive minlight value to balance the hard shadows of the normal sunlight.
Hm...
#342 posted by necros on 2003/07/12 12:29:01
if all you want is different sunlight mangles in different rooms, you could use q1rad, put the bounce to 0 (effectivily disabling the radiosity stuff) and then use the env_sky or what ever the ent is to do different lighting in each outdoor area.
erm... did that make sense?
Also, What's
#343 posted by necros on 2003/07/12 12:30:03
Mirrored plane
got that when compiling a map with the q3map tool...
Hi
#344 posted by maiden on 2003/07/12 23:47:40
This is not a mapping question but anyway, does anyone know how to stop the player from tilting when strafing? It feels like the dude is standing on a skateboard. Thanks!
Maiden:
#345 posted by metlslime on 2003/07/13 03:01:00
try messing with the various cl_* variables. One of them probably controls it.
Try These Values
#346 posted by aguirRe on 2003/07/13 04:51:50
cl_backspeed 400
cl_bob 0
cl_forwardspeed 400
cl_pitchspeed 250
cl_rollangle 0
cl_sidespeed 350
cl_upspeed 200
cl_yawspeed 250
I think it's the cl_rollangle 0 that does what you want. Experiment for best results.
#347 posted by Vodka on 2003/07/13 22:15:27
sv_friction
I Especially Recommend...
#348 posted by metlslime on 2003/07/14 01:14:39
edgefriction -4
Ahaha
#349 posted by pushplay on 2003/07/14 06:32:34
That was fun.
Err
#350 posted by R.P.G. on 2003/07/14 09:32:36
I tried edgefriction -4 but it didn't seem to do anything. :/ What is it supposed to do?
RPG:
#351 posted by metlslime on 2003/07/14 13:13:39
walk up to an edge.
Heheh
#352 posted by R.P.G. on 2003/07/14 13:27:21
I see now. Coagula was not a good map to try that on.
Lol
#353 posted by DaZ on 2003/07/14 16:15:29
Bsp Trouble Again...
#354 posted by necros on 2003/07/14 18:32:00
----+----+
5499 brushfaces
7363 csgfaces
4291 mergedfaces
---- SolidBSP ----
----+----\
*** ERROR 42: Didn't split the polygon in SubdivideFace
ok, get this error in bsp, and i'm wondering how on earth you pinpoint this sucker down.
See Also Post #265 Above
#355 posted by aguirRe on 2003/07/15 12:59:22
You'll have to locate faces that have low texture scaling values, < 0.2 is usually problematic.
If you can't find the offending value(s), you can use my ConvMap utility at http://user.tninet.se/~xir870k to set a minimum texture scaling value. Beware that this might make some textures look misaligned. But that might still be easier to fix than manually finding the culprit face(s).
The best thing is if your editor can help you trace bad scaling values, e.g. I think QuArK can do that.
Oh... Hehe
#356 posted by necros on 2003/07/15 13:42:24
looks like i already ran into that problem... :) thanks again, aguiRe!
i'll try the convmap approach.
Multiple Texture Wads W/ Radiant & Quake?
#357 posted by biff_debris on 2003/07/15 21:55:13
Is there a way to swing this, or do I just have to shuffle all my texes into one .wad file? I tried adding a "wad" key to a brush with two filenames, and adding one key to two different brushes, but neither worked.
You Can Do It...
#358 posted by metlslime on 2003/07/15 22:39:17
but fisrt, a wad is not a property of a brush, it's a property of the worldspawn.
the main problem is that radiant has a small area to type the value of a key-value pair, so really long strings (like two wad paths concatenated) might be too long to type in.
Solution: do it in wordpad. Radiant handles this approach fine; i guess it's just the text entry field that is too short.
Wads
#359 posted by nb on 2003/07/16 02:18:22
Or you could put the wads near where you compile your maps, and use relative pathnames.
Re "Multiple Texture Wads W/ Radiant & Quake?"
#360 posted by Abyss on 2003/07/16 03:03:26
Yeah you just add the .wad to the worldspawn, and separate different wads by ;
eg id.wad;rogue.wad
"the main problem is that radiant has a small area to type the value of a key-value pair, so really long strings (like two wad paths concatenated) might be too long to type in."
Nah, not true, I've had 5 wads typed in there, miles of room left. But you may have that problem if you leave the window the default size I guess, I have mine almost full screen
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