 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  
	 
		
		 Worldcraft 3.3 Questions.   
		#5787 posted by Drew on 2007/01/12 17:02:03 
		I like WC 3.3, but there are two small problems that are making me fucking pissed off. 
  1: the monitor I'm temporarily on is fucked up and dark - is there a way to increase texture brightness?
  
  2: I like that the brushes are different colours. that's nice. but I hate that when you clip a brush it turns black. So much in fact that I group any brush I clip to avoid the sitution. I don't mind losing all the colours if I don't have to deal with the blackness. 
  Can this be changed? 
  
  Thanks  
	 
		
		 Map To Mdl   
		#5788 posted by Mike Woodham on 2007/01/13 08:22:22 
		I've downloaded 3D Exploration today with the intention of converting some brush work into an .mdl. There is a 30 day free trial for the software.
  
  When I tried this earlier today it worked fine: open .map in 3DE, export to .dfx, import into Qme and save as .mdl. Easy.
  
  But now 3DE crashes as soon as I try to open any .map file. I don't know why and the error log is not very helpful.
  
  I don't want to have to try to recreate this brushwork directly in Qme, so does anyone know of any other way to convert brushwork to .mdl using freeware?  
	 
		
		 Hey Mike   
		#5789 posted by  HeadThump on 2007/01/13 10:35:00  
		you can convert the map file to Quake2/3 format with Sleepwalkr's map converter and then create a bsp with Q3map2 and run Q3map2 a second time with the -convert option and it will create an .ase model. From that you can load it in a model program like Blender (will need a script you can get from Q3Bits site) and then convert to .dxf or
  .3ds.  
	 
		
		 Lol   
		#5790 posted by  R.P.G. on 2007/01/13 12:03:08  
		Those processes are so convoluted it cracks me up. :) Sorry, I've had to do some incredibly obtuse file conversions before, but nothing that involved. Where's the step where you convert it to XHTML so you can view it in IE? :)  
	 
		
		 I Was Saving That For The Hardcore Lesson   
		#5791 posted by  HeadThump on 2007/01/13 12:11:46  
		done using a QBasic script after your put the model through an assembly language decompiler.
  
 Mike, another converter utility that may be helpful, BitUrn. 
 
  http://mirex.mypage.sk/index.php?selected=1  
	 
		
		 HeadThump   
		#5792 posted by Mike Woodham on 2007/01/13 12:34:41 
		Thanks for the info. But... er, um... perhaps I won't go down that route after all.  
	 
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