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
Spirirt
#6319 posted by JPL on 2007/08/31 13:39:02
Thanks, I already know that one...
Nevertheless I'm really interested about a map example... It will be more helpfull I think.. ;)
Rotating Sandwich
#6320 posted by Preach on 2007/08/31 19:57:35
The two posts at the start and end of this link give a method to make a func_rotate in a way I reckon is easier.
http://www.celephais.net/board/view_thread.php?id=4&start=6148&end=6153
No example map, but I think it's easy enough to experiment with.
JPL:
#6321 posted by metlslime on 2007/08/31 20:43:47
look in the "GPL map sources" thread, maybe one of the GPL'd maps has rotating stuff in it.
Preach / Metlslime
#6322 posted by JPL on 2007/08/31 22:16:45
Thanks for the infos ;)
Hipnotic Progs Doc And Example Maps
#6323 posted by negke on 2007/08/31 22:56:14
Light, Jr.
Anyone know anything about lightJuniors? I've got them in a RTCW map to keep the baddies from being blacked out, but they don't seem to be working? Anything I have to do other than simply have them in there?
Oh, Nevermind.
After scouring related forums and sites (and not finding a damned thing), and even hitting up the folks at #splashdamage, it took me a good soak in the tub to come up with the idea that my single-room map (and lightgrid) was too small to make the lightJuniors effective.
And I was right.
More Mapping Fun!
Now that I've gotten the lightJunior stuff figured, my walls seem to be lit oddly:
http://biff.leveldesign.org/pics/map_shots/rtcw/light_test1.jpg
Yes, those are patch curves on either end, and yes, everything is caulked -- both behind the curves and on the unexposed faces of the wall brushes.
But wait, there's more! Soon after that cropped up, I ended up getting leaks through solid brushes:
http://biff.leveldesign.org/pics/map_shots/rtcw/solid_brush_leak.jpg
Have no idea, what's going on -- mebbe my comp will be a pool of goo before morning...
Neg|ke
#6327 posted by JPL on 2007/09/03 08:31:04
I was exactely looking for this ! Thanks a lot: you rock ! ;)
I Know It Isn't Much Help, Biff
#6328 posted by than on 2007/09/04 02:03:21
but I never had any such problems when making my wolfenstein map. What compiler are you using? I was using the one that shipped with gtkradiant 1.1 or so, and then switched to q3map2 for the final compile. The compile tool versions are listed in the text file for the map.
The source is included with the map if you are interested in having a look anyway http://than.leveldesign.org/files/mp_checkpoint.zip
Not really any similar instances though, as I'm pretty sure I only used curves for pipes.
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