You Can Always
#6294 posted by aguirRe on 2007/08/26 20:54:15
force qbsp to produce a prt file or even use bsp2prt, but it won't exactly reduce fullvis time or improve r_speeds ...
With old versions of TreeQBSP, you could even get a huge and invalid prt file even if the map leaked. Then fullvis would go on for ages and either crash or produce completely invalid PVS data. E.g. sm36 had this issue in 2002.
Slow
#6295 posted by Mikko on 2007/08/26 22:10:55
I wonder why the game won't show all the leaks in one go - typing "pointfile" only shows one leak at a time. This is why it took so long (two hours) to remove all the leaks.
But anywayz - another question: How to change ALL textures of one tile (say, "floor01") into another (say, "floor02") so that you don't have to change them one by one?
Mikko...
#6296 posted by generic on 2007/08/26 22:22:20
Use the Replace button on the Texture Browser. Also, read your Worldcraft documentation ;)
#6297 posted by Ankh on 2007/08/26 22:28:50
Every WC user should at least once read through the documentation supplied with the program. There are many usefull tools and shortcuts described in there. Many of them are pretty hard to find when just experimenting with editor.
Read the manual. In this case it will make your life a lot easier :)
Meh
#6298 posted by Mikko on 2007/08/27 00:06:04
Yeah, I've been scanning through some old websites searching for good tutorials. They're usually way better than built-in guides. And I guess I forgot all about the built-in tutorial so...
But anywayz - any suggestions for late evening lighting? I noticed the sky texture itself doesn't emit light like in Quake 3 engine games so everything has to be done manually. Should I use many light entities with little volume or one or two entities with more volume? The point would be, of course, to make it look so that the sky emits the light - not some tiny light sources on the ground.
Use AguirRe's Light Tool...
#6299 posted by generic on 2007/08/27 02:49:00
With the -sunlight and -sunlight2 parameters for good-looking outdoor lighting ;)
Question
#6300 posted by than on 2007/08/27 17:18:49
why sunlight 2? Is it for when you want to set your map on a planet with multiple suns, or is there a more cunning use of it?
Also, are there any light compilers that support radiosity aside from that old one riot made? (where the hell can I find that anyway?)
Riot's Q1rad
#6301 posted by lurker on 2007/08/27 18:12:54
is at http://icculus.org/~riot/
I don't know of any others for Quake.
-sunlight2
#6302 posted by generic on 2007/08/27 18:56:56
Helps make the shadows cast by -sunlight not as harsh (i.e. not pure black).
That Right
#6303 posted by HeadThump on 2007/08/27 20:31:04
it's pretty much a blend of varied angles to get a softer shadowing effect.
Don't Forget...
#6304 posted by Mike Woodham on 2007/08/27 21:33:17
...sun_mangle, especially if you're using a skybox that shows the sun.
Is There A Simple Way To Calculate The Sunmangle?
#6305 posted by ijed on 2007/08/27 22:20:59
I tried viewpos facing directly away from the skybox sun but it's wrong - seems I'm missing some simple change between the coordinates of viewpos and sunmangle.
The idea is to have the light look as if its coming from the correct planar angle and altitude.
As I've Mentioned
#6306 posted by aguirRe on 2007/08/28 02:13:58
before; there are several formats for specifying a vector in Quake. Viewpos only works for intermission format. For spotlight and sun mangles in Light you use the simpler yaw pitch format.
-sunlight2/3 (the latter is recommended) can be considered "outdoor minlight".
See readme for more details on these subjects and more.
Texture Alignment
#6307 posted by Drew on 2007/08/28 02:24:10
in WC some of the textures seem alligned, once I fire the map up in quake that is no longer the case. I'm pretty sure theres a command that can be entered to remedy this but I can't remember... any help?
Drew, Try This
either -oldaxis or -alternateaxis may work depending on your compiler. Check the docs.
Will Do
#6309 posted by ijed on 2007/08/28 05:06:32
Yet again ;)
But What About Colored Radiosity?
#6310 posted by Lunaran on 2007/08/28 14:47:05
What will we do without that?
(seriously, color+radiosity in light, tightly controlled and used with the right artistic restraint, looks amazing)
Hmm...
#6311 posted by Drew on 2007/08/28 19:06:23
neither seems to work for WC 1.6...
#6312 posted by necros on 2007/08/28 19:29:15
i was never a fan of the q1rad compilers. maybe i was just using it wrong, but i found that, while it would get rid of ugly harsh shadows, it tended to wash stuff out too much, giving more of a rough ambient occlusion look. getting nice contrasting shadows was usually more work than it was to make fake radiosity with the regular light compilers. also, it took longer, which was another big reason. :P
I Reduced -bounce
#6313 posted by lurker on 2007/08/28 22:45:32
when using q1rad which allowed me to control the lighting a bit more.
My recollection is q1rad can't support switchable lights though, which is a big negative for many single player maps.
Yep
My recollection is q1rad can't support switchable lights though, which is a big negative for many single player maps.
That is correct... it also crashes out on large maps before it finishes.
Bounce
#6315 posted by Lunaran on 2007/08/30 14:23:22
Yeah, I remember back in the quake2 days thinking that -bounce was another one of those command line switches where a bigger number meant your map would be better. All of my quake2 maps were very bright and yellow.
#6316 posted by czg on 2007/08/30 14:48:20
All quake2 maps were very bright and yellow.
fixd 4 u
Rotating Stuff
#6317 posted by JPL on 2007/08/31 07:58:02
I'd be interested by the use of rotating stuff in Quake: So, is there any tutorial, or any map example that explains the use of <*>_rotate stuff (Quoth)?
Thanks in advance
JPL
#6318 posted by Spirit on 2007/08/31 08:45:28
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