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RickyT23
#6612 posted by JPL on 2007/11/05 17:00:29
The field you are adding are correct (i.e _color <R> <G> , R/G/B values in 0-255 range)
Also, try to be as smooth as possible: I mean that strong colors generally kills the map, giving it ugly rendering.
You also need a light tool that generates .lit file (like Tyrann's light tool as example: check out http://www.disenchant.net/utils.html )
OTOH FitzQuake supports colored lightning, aguirRe's engine doesn't. you just need to put both .bsp and .lit file in the map directiry, and it is done...
Concerning DarkPlace, AFAIK it supports colored lights, but needs .bsp file using bsp30 format, and bsp29 + .lit file are not correctly handled..
On my side, I genrally use .bsp in bsp29 format with its .lit file: it can be independently loaded on different engine that support (or not) colored ligths... and I don't use DarkPlace at all: it sucks IMHO... just a question of taste... and FitzQuake is the reference engine here... please be "corporate" :P
OMG
#6613 posted by JPL on 2007/11/05 17:01:31
I completly forgot that <bold> </bold> story... gasp :(
Hmmm..
#6614 posted by RickyT33 on 2007/11/05 17:51:01
I have much experimentation to do later! Thanks for the info - I know it sounds like I already just about knew what I was doing, but for some strange reason I havent managed to successfully create a coloured light yet!!
Its finding the right mix of colours to get a good looking light I guess.
Hmmm, I wander if the map I'm creating will run on fitzquake, cause I know AguirRe's engine will handle big maps, and my map is currently quite big (not as big as The Sickbase though)! I guess thats why you made Five Rivers Land three maps rather than one...
Yellow?
#6615 posted by RickyT33 on 2007/11/05 17:53:29
How do you get a shade of yellow using RGB configurations??! Green would have to be used with both red and blue I 'spose, but to what degrees?
Not Sure For Quake
#6616 posted by ijed on 2007/11/05 18:49:49
But typically green would be 0 255 0 and yellow 255 255 0. That should produce very bright colour, so lower the 255's until you get something that looks good.
For Color Choice
#6617 posted by JPL on 2007/11/05 19:48:17
Just use your prefered image tool (e.g Pals2Go, PSP, Paint, etc..) or this link http://www.visibone.com/colorlab/big.html .. ;)
For yellow, I use personally RGB as 255 255 220, sometimes 255 255 200.. Lowering all the fields will pull the color to "grey"... and decrease its strengh actually... It is far better to play with delay and wait value... though...
Let's experiment: this is the best way to go :P
Well..
#6618 posted by RickyT33 on 2007/11/06 10:48:07
I experimented some last night, and managed to get some coloured lights working in a small map, but when I put some in my larger map (3mb) tyrlite gives the error message:
"color 0 < 0"
about half way through the total number of faces!
Yes I was using a command prompt. I tried making sure that none of the color values were 0, but that didnt make any difference!!
before that I was getting another error message that said something about a 'stack overflow', something like 'drawskycolor'. Anyone got any clues?
JPL - That website you have linked to is very usefull! Thnx!
RickyT23
#6619 posted by JPL on 2007/11/06 11:48:54
What is the command prompt you used ?
Just XP Home
#6620 posted by RickyT33 on 2007/11/06 12:22:23
standard command prompt (a dos box). Also tried Worldcraft process window with -nocount
Sorry
#6621 posted by JPL on 2007/11/06 13:20:37
I was refering to the light tool command line you typed in the prompt "DOS" window.. Did you add a -lit option ? What is the light tool you are using BTW ?
Oh, I See...
#6622 posted by RickyT33 on 2007/11/06 13:33:20
Tyrlite 0.99e
light -lit -extra <file>
I also have a copy of Tyrlite 0.99c but havent tried it, I wouldnt have thought it would be much different
It says:
lighting face ##### out of 11### (ish)
gets to about 5000ish
then says:
Error
color 0 < 0
RickyT23
#6623 posted by JPL on 2007/11/06 13:45:28
Maybe you can do several things:
First is to test the light tool without -lit option, to see if it has any effect
Second is to check all your light in the map file (e.g, open the .map file a look for all light entities and their related strenght, wait, delay, _color field description). Maybe something wrong has occured due to a hidden space in a field etc...
Third is to try another light tool that support colored lights: maybe it can come from a bug of tyrlite... but I don't really think it could be that...
Kepp us informed please ;)
Im Gonna Go Try It On My Lunch Break
#6624 posted by RickyT33 on 2007/11/06 14:43:01
im gonna try hmap2 (lordhavocs) stuff aswell, although im not sure if it'll work with the color values already in the map cause they gave an example color in readme as '1 0.6 0.4'
Although its supposed to support halflife light ent fields '255 255 255 300' - last figure is 'light' level (brightness). Ill see...
Are there any other color supporting light tools you know of?
AguirRe's Tools
#6625 posted by RickyT33 on 2007/11/06 15:49:02
Before I post some shots of 'successfull' tyrlite rendering on my level, I would like to say some things:
AguirRe - your tools rock!
Maybe its because I work too much detail into my maps, but your tools handle them all perfectly where others wont! I get the best looking results with your light tool. Other tools supposedly even offer extra8x8 lighting options, but on my maps they give crappy looking results. Yours (always run with -extra4 -soft) give really good looking results.
Either of your bsp tools compile my maps where others wont, same for your vis!
Its just a shame that you light tool doesnt support coloured lighting. Have you ever considered creating a version of light that does? Im sure it would be the best light tool ever made for Quake!
Tyrlite Problems
#6626 posted by RickyT33 on 2007/11/06 16:07:14
First of all I would point out that the bug I reported before still occurrs as before when I use the command
-extra
When I dont it works OK but gives the following effects on solid entities:
http://shub-hub.com/files/images/RickyT23color.jpg
http://shub-hub.com/files/images/RickyT23color2.jpg
Notice also the harsh black areas in the second shot. This sort of effect is continued throughout the map, in certain areas. The first shot shows some func_walls which arent being hit by the colored sunlight cast.
On the other hand areas outside where the sky colour is being cast DO look OK! Anyone got any idea why solid ents are doing this?
Hmap2 (lordhavocs) tool also will light the map if I change the _color values to '1 0.1 0.1' for example, but the weird effect occurs not only on solid ents, but also on some world areas.
For Tyrlite im using '230 40 40' or suchlike.
There's Some
#6627 posted by bambuz on 2007/11/06 16:28:04
pure disco inside them thar crates that's pushing trough!
Disco Crate FTW
#6628 posted by negke on 2007/11/06 16:48:05
Quad, Pent and Envsuit partying the Quake away.
Keep it!
RickyT23
#6629 posted by JPL on 2007/11/06 17:04:23
It is also possible to add -colored to the tyrlite command line: I don't know what is the effect, but I have it on my side... maybe it makes the difference.. though...
Ha Ha!
#6630 posted by RickyT33 on 2007/11/06 23:18:53
Success!
I added -colored to the command line and at first it wasnt working. I had a corridor in the level with a curved cieling, the corridor also curved round a corner and sloped downwards (I know, I know). I know that the way I was doing it (with six-faced brushes, each face having four edges) was giving me illegal faces, so I made each brush unto four brushes each with four triangular faces, and re-made the corridor using vertex manipulation (pain in the arse). This stopped the corridor from leaking (I had originally boxed it on the outside).
Anyway I dont know if any of this had any bearing on the light tool, but with the command line:
-colored -lit -nocount -extra
(in the worldcraft process window I might add..) it seems to be working (h00ray!!) which is a relief 'cause I was about to either sack off the coloured lighting completely, or change it all round again to accommodate q1rad, as a last resort.
So, thanks JPL for help, and me for persisting!
Ricky
#6631 posted by aguirRe on 2007/11/07 01:14:25
Thanks for the kind words, I'm glad my tools work for you. As for coloured lighting, I'm not very fond of it and it would significantly make the tool more complex and slower, so I have no current plans for it.
As for compiling your maps, try to build sickbase with hmap2 or most other compilers and discover the true meaning of "corrupt bsp" ...
Just To Note...
#6632 posted by grahf on 2007/11/07 08:10:14
regarding colored lights:
In my limited experiments, Darkplaces handled .lit files just fine (contrary to what JPL suggested). Maybe you figured this out already.
Also, I find that colored lighting looks best when it accurately reflects the color of the light that is casting it. What I do is, open the light texture in a graphic editor, and use the color picker tool to select a good value from the center of the light. Then, paste that RGB value into the light entity.
Hope this helps.
Grahf / RickyT23
#6633 posted by JPL on 2007/11/07 08:27:48
Grahf: About DarkPlace story, I tested this "feature" of bsp29 format + .lit in maybe a very old version... and so I uninstalled it... Well, maybe with a newer version it would rock again.. Or maybe I did a mistake at this time... Anyway, thanks for the clarification ;)
RickyT23: I'm glad I helped you at the end: you finally refined your process.. I'll look forward for your "colored" map :P
And as Grahf suggested, let DarkPlace have a new try to see if the problem is solved..
Colored Lights
#6634 posted by RickyT33 on 2007/11/07 12:38:20
Fuhquake - Would have worked but wouldnt load the map cause I was using info_notnull 'use' 'OgreGrenadeExplode', with no Ogres in the level yet
Fitzquake - Worked fine.
Darkplaces - Worked fine.
Qrack - Worked fine.
Telejano - Worked too!
Tenebrae - No colours (shitty framerate too!)
Tyrquake - Untested
The map has no gameplay yet (although I have planned a lot of stuff for it, just not yet implemented it!), and I would say that the world is about 1/2 to 2/3 built, so we'll have to see how it pans out when the file is bigger!
AguirRe - I did try the hmap2 suite whilst trying to get the map to work with the coloured lights and you're exactly right - very bad process, bsp was leaking, no vis, lights looked horrible, but I had to try it just as part of the course of tinkering and tweaking.
I notice that your existing light tool has a Tyrlite mode (I tried to run it with -tyrlite95 -lit) which obviously didnt work cause lit files arent supported. You could always make a tool seperately from your existing one, so folks could use either?
I can tell from you engine that you are of the school of thought to 'preserve and not pervert' the Quake experience, so coloured lighting might be and enhancement 'one step too far'.
I mean I dont want to sound like I'm nagging or anything, more just speculating, and I'm not going to keep banging on about it, I just thought it'd be cool!!! :P
Makes me think tho, if Im using a red texture on some of my lights, with a red light, and Quake 'purists' load the level with white light, I wander if they'll mention the red texture as 'looking a little out of place'.
JPL - You ever get people complaining about coloured light usage?
RickyT23
#6635 posted by JPL on 2007/11/07 13:31:27
You ever get people complaining about coloured light usage?
Unfortunately yes... but only if the color are too "strong", e.g: full red, or full green, etc.. That's why I recommended to rather use "smooth" color values, in order to not "destroy" the texture visual...
Well, afterall it is just a matter of taste...
Keep it up !
RickyT23
#6636 posted by rudl on 2007/11/07 14:58:49
PLay invein!
One of the best maps that used cloured lights!
In my opinion Coloured light goes very well with white textures.
And in general subtle coloured lights are better.
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