Light Glitches
#8061 posted by roblot on 2012/01/13 20:57:45
Just catching up on 2 months of stuff! That's a large amount of texturing to be done zqf. Got halfway into it so far. For now on I'm using a shotgun to learn code.
I was getting a problem in one area where a brushface wasn't getting lit fully, even by adding a light directly under the face. Nearby is a triggered light, and at a distance some other non triggered lights. Turned out the distant, non triggered lights overwrote (lit) the final version of the rendered face, and not the later (much closer) triggered lights. By deleting the non triggered lights, the face was lit the way I wanted it.
Roblot:
#8062 posted by metlslime on 2012/01/13 21:26:54
Did you see any warnings like "too many styles on a face" when running light.exe? That would explain the problem you were seeing.
Zqf
#8063 posted by gb on 2012/01/13 21:55:19
Nice pipes; for the lighting either play with anglesense, switch to q3bsp and darkplaces and use patch meshes, or place point lights around them to fake proper lighting.
Plus, any light problems are less visible when your map is overall bright...
The reactor: Just surround it with tons of pipes and blinking lights ;-)
Ambient sounds!!
Could be overall a lot brighter, but I realize the space theme requires deep shadows.
Drakness...
#8064 posted by JPL on 2012/01/13 23:34:51
.. just eat the shots...
#8065 posted by roblot on 2012/01/14 00:26:50
At first I was using bjp's light with no warnings. Months later I tried Tyrann's tools and got the too many lightstyles, so I stuck with bjp light. Thing is, the light setup and architecture is mirrored (i'm guilty) and one side works correct the other not. I fixed it by moving lights around, but the problem came back when adding more brushes in the room in other remote areas.
Tyrann's warnings may be correct, not sure, but I still have the same number of lightstyles and it's all working. It just seemed like the same triggered-on light would act up on the same brush face on occasion.
You Were Right, Metl/Tyrann
#8066 posted by roblot on 2012/01/14 02:57:06
I deleted those lights a while ago and thought they were regular ambient. I loaded a backup of the map and found they were switchable lights, thus pushing past the 4 style limit.
More Architectural Doodles
#8067 posted by sock on 2012/01/19 23:40:14
Divided...
#8068 posted by JPL on 2012/01/20 18:26:55
It looks interesting for the visible part.. but damn: can't you tune the gamma ?? It is way too dark even with my laptop screen brightness to its max :/
Jpl
#8069 posted by rj on 2012/01/20 18:34:34
i'd get that laptop looked at
Huh
#8070 posted by negke on 2012/01/20 18:54:43
Usually laptop screens and TFT etc are fairly bright, or at least make things more visible where poor CRT users (like me) see only blackness. This shot isn't particularly bright, but I can still see it fairly well, so yeah, what rj said.
sock: There's something about the floor texture I find odd. In its current size, there are too many of those bright spots (reminds of a one of those Quake rivet textures used on the floor). If the whole thing, each floor tile, was twice the size (32x32?), it might be less 'spotty'.
CRT = Dark?!?!
#8071 posted by RickyT33 on 2012/01/20 18:58:26
My monitor is LCD, anyway. I remembered my CRTs as being quite bright. Long time ago, that.
Jpl
#8072 posted by nitin on 2012/01/20 23:55:52
yeah it shows perfectly fine on my screen. Calibrate your laptop dude :)
#8073 posted by necros on 2012/01/21 00:02:01
i still have a CRT, so I still complain! :D
but yeah, very nice. i'd love to see another map like edge of forever.
Brighter?
#8074 posted by sock on 2012/01/21 00:12:42
I was not planning to tweak the lighting much, speed mapping doodle thing, but here is a brighter more contrasting image?
http://www.simonoc.com/images/design/maps_q3/potguard2b.jpg
I really liked the shape more than anything else, the ribbed ceiling curling down to the walls which are all sloped and angled. It all feels like it could stand up architectural, I think!
@negke, yeah the texture surface needs some detail, decals or maybe broken stuff. It is just one big flat surface at the moment.
#8075 posted by necros on 2012/01/21 00:16:08
is that floor texture carpet or interlocking stone?
that'd be my only complaint-- that it's hard to tell.
i'm leaning toward stone, but it'd be cool if it was carpet.
Sock
#8076 posted by jt_ on 2012/01/21 00:42:03
Seeing that screenshot made me work on a map I haven't in six months. :)
Necros
#8077 posted by sock on 2012/01/21 01:13:30
It is a stone floor of interlocking diamond/square tiles. It does not have a very good contrast balance as you can see light spots but with some carpet, broken bits and decals it would go away. I don't have many carpet textures, it is always hard to get a good picture of them. (large one's)
@jt_ cool, hope you post screenshots sometime.
Sock
If anything I'd want accentuated edges via appropriate textures.
Great Spot
#8079 posted by madfox on 2012/01/22 20:52:57
sock!
Seeing more and more of the map urges my game attitude.
Can't argue about the screenshots, as quake.pal is a horror.
W000000TTT!
#8081 posted by RickyT33 on 2012/01/23 23:20:45
Nice rock texture.
#8082 posted by necros on 2012/01/24 00:40:28
i think he was showing off the blended texture. :)
is that some kind of height map thing or is it done with brushes?
Tree Mapmodel
Another Doodle
#8084 posted by sock on 2012/02/01 03:40:20
That
#8085 posted by RickyT33 on 2012/02/01 10:25:09
Reeks of e1m2, in a good way :)
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