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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Tyrlite Problems 
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 
pure disco inside them thar crates that's pushing trough! 
Disco Crate FTW 
Quad, Pent and Envsuit partying the Quake away.
Keep it! 
RickyT23 
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! 
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 
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... 
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 
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 
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 
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 
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. 
PLay Invein!... 
too much trouble than its worth!

In order to play invein with coloured lights, I would have to use Darkplaces.exe OR dpnehahra.exe (which I cant find ANYWHERE), when I run Darkplaces with -nehahra or -game nehahra and then load 'map invein' it crashes with the message

more colours than expected 65472 should be 256

So im sure its great, I've seen the shot with the blood-red fog, but I'll be buggered if I can get it to work!!! 
Just 
use aguirRe's nehquake engine. 
Nope 
that dont work neither!

gives error cant load models/explode.spr version 2 should be 1 or 32

or something like that.

Besides, that engine doesn't have .lit support does it? Kinda defeats the object of looking at the coloured lights! 
The One, The Only 
RPGSP1 made very good use of colored lights. 
Ricky 
My NehQuake should definitely wotk with Invein or any other Neh material, it's tailor-made for that.

AFAIK there's no subdirectory in Nehahra that's called models (following your error message), so I'd guess something is wrong with your Neh installation.

But you're right, NehQuake doesn't support static coloured lights, only dynamic ones and coloured fog (which is also used in Invein).

Also, DPNehahra is supplied inside the main Nehahra installation along with the other original exes. 
Joequake 
is the solution 
Hmmm 
Sorry, the error message i gave isnt exactly what it said, I'm not in a position to re-try at the mo ;), I'll tell you what it said l8R.

Your nehquakebjp.zip only contains an exe called glquake (with nehahra icon), other files obviously but only the one exe! Weird really, I was expecting a nehquake.exe or something.

My nehahra.zip only contains nehahra.exe, I downloaded it within the last couple of months!

I have tried the level successfully with the original nehahra.exe, like it but the white lights look OK, very dark in places, like the funky monsters tho!

(rushed message, boss got back, sat with him in office! :-( ) 
Hm 
use aguirRe's nehquake engine.

isn't this windows-only? 
/me Inserts The Sheep In Inertia's Rectum To Stop The Bleeding 
 
Inertia 
Darkplaces is fully cross-platform, and has similar engine limits to aguirequake. 
 
Joequake should also be able to handle Nehahra
and there is a Linux version avalible too. 
I Wouldn't Recommend That 
JoeQ is otherwise a pretty nice engine, but it can't handle Nehahra properly:

- You can't play the whole game in one session (not even half), same for SON movie.

- You can't complete the boss map nehahra without massive packet overflows followed by an abort to the console.

- The entire upper area of neh3m3 is just one big packet overflow.

- The Neh cheat codes don't work, you'll have to use std id ones. This also means that you can't use these codes across a JoeQ client and another Neh server.

- The skybox in Invein is invalidly rotated, which is very obvious with the sun and lighting direction (this isn't JoeQ's fault though).

Possibly more that I forgot ... 
AguirRe's Tool And Coloured Lights 
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!

There would be nothing stopping you would there, from running another lighting prog, say, tyrlite, to do the coloured light pass - generate the .lit, then run aguirRe's to use any of the other funky stuff you want. Just means running that part of the compile twice, but it's relatively quick isn't it. 
OK 
The coast is clear;

The error message I get when running Glquake.exe (extracted along with all of the other files in nehquakebjp.zip) along with ivein.bsp is (fanfare...)

Mod_LoadSpriteModel: sprites/explode1.spr32 has wrong version number (2 should be 1 or 32)

Doesnt matter wether I load it using glquake.exe -heapsixe 56000 -nehahra +map invein
or run the .exe and load the map from the console. 
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