Some Compilers...
#5762 posted by metlslime on 2007/01/08 16:13:38
have a -scale option ... but maybe this is really only for quake2 compilers...
Than
#5763 posted by aguirRe on 2007/01/08 16:28:41
Since tweaking light levels in already existing bsps is the main reason why I've developed my Light tool, there are a lot of possibilities to very easily set new parameters from the cmd line.
Check out the readme carefully, experiment a bit and you'll see how easy and fast it is.
And the tool that does the brightness/contrast level adjustments is ... Light (any light tool) ;)
Ignoring What's Already Been Said...
#5764 posted by R.P.G. on 2007/01/08 17:36:47
Doesn't setting a minlight increase all brightness in the map? It might look bad, but it can't be much worse than adjusting the gamma.
Minlight...
#5765 posted by metlslime on 2007/01/08 18:05:02
only sets a higher minimum value. All lightmap areas that are above that value won't change.
AguirRe
#5766 posted by JPL on 2007/01/08 23:39:57
I made a second try this morning, using -window and/or -nomtex, but it didn't help at all... :/ After the game was launched, and stucked, I had a WinXP message stating that ialtmngr5 process was not responding... (I'm not sure about the name of the process). but it seems that it comes from the Video Card (I asked to my IT engineer that looked my suspiciously...)...
I made the same tests with FitzQuake, and fortunately it is working perfectly in window mode ! No more flickering/HOM like effects
Thanks a lot for the information: you rock !
Good
#5767 posted by aguirRe on 2007/01/09 01:49:47
Let's hope it continues to work, there are probably driver issues (the engine should never be able to bring down the OS). Also note that you might be running in 16bpp colour mode (the earlier Fitz log indicated that).
Metl
#5768 posted by aguirRe on 2007/01/09 01:54:23
Only if you use TyrLite minlight (default), if you use additive minlight (ArghLite style, option -addmin) instead, you'll get a *much* better minlight effect. It's actually one of the really essential features of my Light tool.
Aguirre:
#5769 posted by metlslime on 2007/01/09 13:45:46
oh, cool.
AguirRe
#5770 posted by than on 2007/01/10 06:51:37
Thanks for the info. I just scanned through the text file and found the following options for anyone that is interested:
-addmin = makes the minimum light additive.
-range # = scales all lights by #
-globrange = scales sun lights by -range (afaik)
-light/-maxlight # = minimum and maximum light levels. Can also be set in the worldspawn.
I'm posting this because a lot of the useful stuff is contained in the changelog info, which is a little bit time consuming to sort through.
I'll have a play with it and see if I can improve things.
Light Options
#5771 posted by aguirRe on 2007/01/10 11:25:12
-globrange should be avoided (and is default off unless requesting other tool compatibility). -maxlight is also not very useful, use -lightcap instead to limit strong lights (but is less effective if you use "wait" keys).
The main global tweak options are -light, -addmin, -range and -dist, combined with -sunlight options.
More detailed descriptions are at the end of the readme, after the changelog.
Light Options 2
#5772 posted by aguirRe on 2007/01/10 11:30:18
... and if you feel adventurous, try the global -anglesense # option. It can seriously change the lighting in a map ...
BspEditor Updated
#5773 posted by Mike Woodham on 2007/01/10 14:40:10
-range
#5774 posted by than on 2007/01/10 16:04:24
seemed to make a massive difference to the lighting. Even range 1.05 make the level a lot brighter. What are the values I should be using? I tested 0.5 and nothing really happened.
The bit at the end of the readme doesn't contain any information on distance scaling (search for -dist) and -range is only mentioned in the changelog, so that's why I mentioned certain commands before.
Anyway, thanks for the help. I will have a play with the -dist command tonight and see how it affects the lighting.
-range
#5775 posted by aguirRe on 2007/01/10 16:49:38
and -dist are from the original id Light tool, I assumed most mappers would know about them thoroughly ... ;)
Anyway, the default for -range is 0.5, therefore 1.05 is more than double intensity. Default -dist is 1.0, lower values means lower attenuation and therefore brighter.
To get a more even lighting, you typically lower range and dist, for more contrast (more digital on/off lighting) you typically increase range and dist.
To understand more about how various options affect the total lighting in a bsp, use the BspInfo tool: bspinfo -lightstat3 mymap >bspinfo.txt.
You'll then get a histogram over the total light distribution, it's basically like a DNA fingerprint for the map.
Ah!
#5776 posted by than on 2007/01/11 05:51:30
now I understand why it looked the same at 0.5 ;)
I will try 0.75.
Thanks for the information about the histogram thing too. Sounds interesting.
Aquirre:
#5777 posted by metlslime on 2007/01/11 12:09:49
I'm not sure if it's worth your time, but I don't think the original tool parameters were every really explained in a manual or text file, so it would probably be useful to add a section to your text files explaining all the original compiler features that still exist in your tools.
Stop, Stop...
#5778 posted by Mike Woodham on 2007/01/11 12:44:40
...this sketch is getting silly.
They are clearly item_rockets in the map view of the editor, and they are clearly item_rockets in the .map file after I've saved it.
So why are they poxy spikes in the game? I need rockets. If I didn't need rockets, I wouldn't have put rockets in the map. But I need rockets.
Why... who, is changing my item_rockets to item_spikes. Come on, own up. I am no longer amused.
Will some clever clogs kindly tell me WTF is going on?
Metl
#5779 posted by aguirRe on 2007/01/11 13:28:36
I have a brief explanation for each option (with default values) if you run Light without parameters.
Mike
#5780 posted by aguirRe on 2007/01/11 13:33:28
Does this happen after loading a saved game? If so, you might've run into the mixed models progs bug. It typically happens when you have random precaching order of models.
AguirRe
#5781 posted by Mike Woodham on 2007/01/11 15:10:55
No, it's straight from a fresh compile.
It's got to be something in the spawn qc (can't blame anyone else if that turns out to be the case!) but I'll check it tomorrow.
Computer Security
#5782 posted by Mike Woodham on 2007/01/12 00:19:18
OK, I checked the CCTV and now know what happened.
My house was broken into and someone started-up my computer, changed one line of code in items.qc, saved the file, shut-down my computer and left the house. I've asked the police to arrest Cut N Paste and bring him to justice.
How does one write maniacal laughter?
Like This
#5783 posted by Spirit on 2007/01/12 01:12:07
Harharharrr!!! Hahahahahagahkhahaha!!!
.
#5784 posted by necros on 2007/01/12 10:19:39
i thought it was 'muahahaha'?
No, That Is Diabolical
#5785 posted by HeadThump on 2007/01/12 13:20:20
and Spirit's version is Pirate-Rapist,
for maniacal, you need something twitchy and indiciative of a loss ofcontrol.
Like a, 'he. he he. heh?!? HA-HA-HA-HA-HA-HA AAAAHHHHHH'
Far from perfect, but a little Joker and a little Stewie mixed in and it should be right.
I Had My NewBoss
#5786 posted by madfox on 2007/01/12 14:20:39
qc-code one night in the SinglePlayer area, and it ate all my progs.dat
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