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Black Map Models - Lighting?


monsoontide

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Wow Monsoon I thought you would have known this answer. I would like to know too. I bet rgoer knows the answer.

 

"color" constantLight color

"light" constantLight radius

 

What exactly do these functions do to entities? Can I use these for the solution to Monsoons question? I have tried before with a VALUE of 1. Thinking maybe that 1 would enable the feature but no luck so far. Even when you put a light beside the model it's still black. L J?? Solution? Wedge? Wade?

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Grab the latest version of q3map2 from shaderlab. Set your misc_model entities to have the "spawnflags" "4" key/value pairs. Compile your map with your new q3map2. The number 4 spawnflag enables auto-lightmapping of misc_model entities. You can combine it with the number 2 spawnflag (autoclipping) by giving your misc_model "spawnflags" "6" -- I wouldn't, however, recommend that you use autoclipping unless you really, really, really have to. It can hurt performance (autoclipping creates a whole lot more clip brushes than you would if you clipped your model by hand)...

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spawnflags 4 also enables meta triangulation on the model which can help FPS

 

Oh and to reiterate what was just said but in a far clearer way DO NOT USE AUTO-CLIPPING OF MODELS UNLESS THEY ARE REALLY REALLY REALLY SIMPLE SHAPES!

 

Modelled terrain, large ships and so on are good examples of when to use it; plants, lamps, small statues are good examples of when not[/n] to use it.

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No need to get sharp.

 

Yes there is a very clear reason to use 'also' as you said it enables lightmapping and I said "also forcemeta"...believe it or not meta triangulation is not lightmapping! I know you know this...my point is just because one leads to another doesn't mean you can scrap saying one.

 

Petrol leads to a car moving...but if you don't tell people about the petrol, how they gonna get the car moving?

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BTW, _remap keys work like this: key "_remap<N>" value "path/to/oldshader;path/to/fixedshader" (where <N> is a chosen value used to differentiate your various remappings).

 

So fix the shaders for your model (nuke all SP-specific stuff), save them somewhere different from the original (so you don't bork or get borked by pak0.pk3), then _remap your model to the working version.

 

Then apply "spawnflags" "4" lather, rinse, and repeat.

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you wanna use a model with a _b prefix cause it will use a shader with rgbgen vertex instead of lightingdiffuse (which causes black models with the advanced shaders option turned off) or just do what rgoer said and make a new shader with rgbgen vertex

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While I'm sure you can do all that.

A MUCH simple solution I have discovered with help from

Ford Dye at Raven, is simply to change the misc_model to a misc_model_static and viola!

The shaders all show up properly!

Hooray! :D

 

Thanks for all the ideas though. I'm ceertain they'll help somewhere.

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Raven used misc_model_breakable in there SP maps (i know its MP) misc_model_breakable gives the same effect, although not available in MP right? Also, make sure you have your / right (it was "/" right, and not "\"?) because if you dont, it will not load up right... or your map wont start, and a bunch of other crap (unless its my pc)

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