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.
To Clarify
#5793 posted by Drew on 2007/01/14 12:00:52
the blocks I am referring to in part 2 are in the 2d view, obviously.
Question 1 will be sorted out soon, because I'll be moving back to my original comp, but question 2 is important. It's the biggest problem I have with WC 3.3.
Does That Mean
#5794 posted by negke on 2007/01/14 14:12:19
the drew is finally back for good? oh, my dreams have come true! (at least the g-rated ones :P)
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