Well
#501 posted by Vondur on 2003/09/30 07:06:32
ok, will put light entities all over the lavapool then ;)
Light 1.23
#502 posted by glassman on 2003/09/30 07:51:08
I tried the new light utility on a map which was made originally using tyrlite. I found that all the point lights are too bright but the outdoor sun areas are too dark.
Do you know if the scaling of 'light', 'wait', 'delay' & '_sunlight' is different to tyrlite?
Glassman
#503 posted by Vondur on 2003/09/30 08:03:00
i didn't notice any change in light after switching from tyrlite to bengt's light
Hmm..
#504 posted by glassman on 2003/09/30 08:30:20
Thats strange. Do you use wait and/or delay on your lights?
I notice that aguirRe gives an example above for _sunlight 250. That would be like Marrakech at midday in Tyrlite. I'm not sure if thats the intention or the scaling is different.
Glassman
#505 posted by aguirRe on 2003/09/30 10:39:26
The scaling is supposed to be the same for all individual light entities AFAIK. However, I have default a slightly different behaviour for global light levels (min/max/sunlight) regarding the "-range" option. They're default not affected by the "-range" option while in TyrLite they are affected.
In version 1.23 I added a "-globrange" option to make it easier to switch between the tools if you prefer this behaviour.
All this is of course only relevant if you actually are using the "-range" option. Are you?
Otherwise I don't really know what's up. I haven't noticed any obvious difference in light intensity between the tools and I've run a lot of maps through them.
If you like, you could send me the zipped map+wad (I'll rebuild it myself) and I'll take a look at it.
AguirRe
#506 posted by glassman on 2003/09/30 10:51:02
Thanks aguiRe. I haven't used -range.
I'll try it one more time tonight & then send it to you if its still the same. The only thing I can think of atm is that I relit an existing bsp with v1.23 rather than doing a new complete compile but that shouldn't make a difference should it?
That Shouldn't Make
#507 posted by aguirRe on 2003/09/30 12:27:16
a difference AFAIK, that is exactly what I've done with many maps. Unless of course you've somehow manipulated the entity data after (or during) the TyrLite run.
I think there is a "-compress" option in TyrLite that removes light information after usage in order to shrink the entity data size.
Can you run TyrLite once again on the same bsp and get the same result as before (copy the bsp somewhere else beforehand)?
I've Used
#508 posted by Hrimfaxi on 2003/09/30 12:39:28
AguirRe's light tool for about a month and to me there's no difference from Tyrlite, when using delay, wait etc.! But the sunlight/sunlight2 is so much better, not to mention the new soft shadows.
Erm
#509 posted by R.P.G. on 2003/09/30 14:51:12
aguiRe, you e-mailed me a while ago about testing your light proggie, didn't you? I never tested it. Sorry dude. :(
No Problem
#510 posted by aguirRe on 2003/09/30 15:08:48
I thought my email server swallowed a couple of replies - it's acting strangely sometimes ...
I hope there are no serious bugs, if not Glassman has found something.
-compress
#511 posted by glassman on 2003/09/30 15:47:58
Yes, I do use -compress in tyrlite so that probably caused it. /me is a dunce.
I'm running a fresh compile now with v1.23 -fast -soft -extra4 so I'll let you know the outcome as soon as its finished.
AguirRe
#512 posted by glassman on 2003/09/30 16:14:53
Worked fine this time & looks very nice :) Sorry for the confusion.
Great
#513 posted by aguirRe on 2003/09/30 16:50:00
I don't think you'll need the compress option anymore since the tools have pretty high capacity now.
Vis and light data can be up to 4MB each, entity data up to 1MB and the rest have practically no limits (in the tools that is, engines might object).
Vondur
#514 posted by Vodka on 2003/10/01 00:22:23
You can use dulight for surface lights.
It does no bounced light tho, but combines surface lights with the tyrlite
Thanks
#515 posted by Vondur on 2003/10/01 01:28:52
but it's too late :) i put lite ents everywhere :)
Q1bsp Error
#516 posted by Madfox on 2003/10/05 20:53:38
Found some strange errors on my Binair Space Partitions lateley.
After starting the game - failure
Error:ED_Alloc:no free edicts
Should I have used too many entities?
Gah!
#517 posted by pushplay on 2003/10/05 22:08:48
There's never an edict around when you need one.
I Pardon, Beg You?
#518 posted by Madfox on 2003/10/06 16:04:04
Give me another answer, & I forget the question.
Madfox
#519 posted by pushplay on 2003/10/06 17:20:33
I'm an asshole, ignore me.
Madfox
#520 posted by glassman on 2003/10/06 17:45:34
You have probably exceeded the edicts limit which is 600 in theory but you can only have about 580 or so before you get this error.
Edicts are all the stuff in the level..brush models, ammo, monsters, sounds etc but not lights. Take some out & then, when you can load the map type 'edictcount' at the console & it will tell you how many you have.
Some entities use up lots of edicts like air_bubbles which strangely uses about 10.
If you type 'edicts' at the console you will get a very long list of all of them with their properties.
On Edicts...
#521 posted by necros on 2003/10/06 17:56:50
quake usually needs about 40 to 60 free edicts for use with nails, rockets, grenades plus monster's weapons (voreballs, scrag shots, etc)
you'd be best keeping the edicts below even 580, like 550 to be safe, because at 580, the player might just get a crash.
And Remember...
#522 posted by Tyrann on 2003/10/06 20:48:00
...lights with targetnames count as edicts.
Also...
#523 posted by metlslime on 2003/10/06 22:11:42
i believe func_illusionaries do not count.
Greatly !
#524 posted by Madfox on 2003/10/06 22:26:32
Thanks for the reply.
I already had the feeling I crossed a limit, by expanding the levels for my convertion.
It would spoil some hard work, crashing on the fourth or fifth level, and still 20 to go.
Gives a good feeling, playing the good old Quake again!
...
#525 posted by necros on 2003/10/07 17:53:51
crashing on the fourth or fifth level
um... maybe i just misunderstood, but just to be safe:
the six hundred edicts is per level...
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