Wudan Posted December 24, 2002 Share Posted December 24, 2002 if you are compiling with Q3Map2: Leave the sun and light out of your shader completely, and make a pointed light (light targeted at info_null), and give it the key "sun" with a value of whatever light you want it to have. You can color it, whatever you want. And, you can have multiple suns - how cool is that!? Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 24, 2002 Share Posted December 24, 2002 I forgot that. Thanx for making me to remember. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 25, 2002 Author Share Posted December 25, 2002 I'm Back again but this is not Skybox Q I have made changes to my Map and when I compile It does apply the changes to the BSP What do I do I have about 815 Brushes and I know the limit is more Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 25, 2002 Share Posted December 25, 2002 You mean it DOESN'T apply your changes, don't you? It can be a leak in your map. Do you see thick red lines? If you do, then follow them in the 3d window to find the place where the line goes out of the map. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 29, 2002 Author Share Posted December 29, 2002 Hey sorry I have been away but I couldnt access the forums anyway About the last Q I found a BUG with the new QTKRaidnet I dont know if its what I have installed but after a while it stops compileing lvl's properly I dont know why but I have found the only way to fix the problem is to rename the map well its really a prob when im always compiling to make sure if the map is going to work with whatever I just added lol thanks tho for trying to help on that Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 29, 2002 Share Posted December 29, 2002 A little add-on: GtkRadiant doesn't compile anythng. It's an editor only. The compiler can be sof2map.exe or q3map2.exe So if you think you have problems with compiling you should search in that directions. Link to comment Share on other sites More sharing options...
buckman Posted December 29, 2002 Share Posted December 29, 2002 i've got som great advice from this thread, but im still runnning into problems. this is how my shaderfile looks: textures/kaminolandingplatform/sky { lightcolor ( 1 1 1 ) qer_editorimage textures/kaminolandingplatform/kamino_up.jpg q3map_skylight 50 q3map_sun 70 70 70 30 0 180 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/kaminolandingplatform/kamino 512 - } but when i try to compile, with q3map2 inside the new gtk-version i get this error when its listing the shaders: entering shaders/ui.shader entering shaders/yavin.shader entering shaders/zoom.shader entering shaders/snow.shader entering shaders/kamino.shader entering shaders/kaminolandingplatform.shader ************ ERROR ************ Line 4 is incomplete i've checked the shader several times and i cant find whats causing the error! Link to comment Share on other sites More sharing options...
ook_typhon Posted December 30, 2002 Author Share Posted December 30, 2002 Hey Buckman Nice to see ya joining the thred I was getting that prob til I took that network checking thiggy off I dont know if that helps you Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 30, 2002 Share Posted December 30, 2002 buckman: the skylight row is wrong. You have to use it like this: q3map_skylight <intensity> <iteration> Keep the iteration value low while you are just testing. I use 1 and that creates 4 sky lights. ydnar says that they use 3 or 4 for final. I tried 8 once. It takes a very long time to compile but looks very good. Link to comment Share on other sites More sharing options...
ook_typhon Posted December 31, 2002 Author Share Posted December 31, 2002 Whats the New G2map Bsp thiggy I know its a lot quicker then normal but whats it really do besides speed Link to comment Share on other sites More sharing options...
Leslie Judge Posted December 31, 2002 Share Posted December 31, 2002 It's Q3map2. The lighting is much faster and the quality is better. It can produce radiosity too. Handles not only md3 models but a few other model formats (like ASE) too. It has lots of enhancements and - the most important - it is updated periodically which we can't say about sof2map. It is true that there are at least one thing, the light styles what q3map2 doesn't support yet. If ydnar read this he could tell more accurate things about the compiler. Link to comment Share on other sites More sharing options...
ook_typhon Posted January 1, 2003 Author Share Posted January 1, 2003 I see OK cool Link to comment Share on other sites More sharing options...
buckman Posted January 2, 2003 Share Posted January 2, 2003 ok, im gonna try some stuff and we'll se if it works... during the compilation, i got this message: the compile continued as usual, but when i tried to load the map ingame: i have a huge cone in the map, i suspect that might be causing it? Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 2, 2003 Share Posted January 2, 2003 You have two of those pathces. If you click on a line in the debug window, GtkRadiant selects that patch for you. Just delete them and remake them if necessary. But do it backwards. I mean delete the #109 first and then #106, because if you delete #106 first, then #109 will become #108. Link to comment Share on other sites More sharing options...
buckman Posted January 2, 2003 Share Posted January 2, 2003 ok, this is what i have done: deleted the big cone, compiled and everything worked perfect, the map loaded and everything. so i add the big cone again, compile with no errors. Try to load it ingame and i get the same error! http://home.bip.net/joh.noren/error2.jpg Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 2, 2003 Share Posted January 2, 2003 And you didn't find anything about that in the Error Resources thread? I just don't know if this means you have too many patch planes in the map or in only one patch. If you maxed out the one patch limit, then split it into two endcaps or four bevels. If you maxed out the global limit then what to say? BTW, is there a global limit for that? Link to comment Share on other sites More sharing options...
ook_typhon Posted January 3, 2003 Author Share Posted January 3, 2003 Nar he shouldnt have hit the global limit and yer this is its pritty high tho and only a couple of LA SP maps have hit it and you know how big they are... I cant offer any help on this because I havent had this prob at all maybe you should check what you added before that compile that said it back track what you might have done Link to comment Share on other sites More sharing options...
ook_typhon Posted January 3, 2003 Author Share Posted January 3, 2003 This could be just me but.... here is a screene of a new prob with Lighting http://members.iinet.net.au/~philai/light.jpg[/url] Please help Kyle looks crap with out light to light him up and the stormtroopers in the lvl also how can I make the big blob go away on the white tiles also to note this is what kyle looked like when I was doing the shader and still does to no avail Link to comment Share on other sites More sharing options...
ook_typhon Posted January 3, 2003 Author Share Posted January 3, 2003 Also do you guy know how to make the floor mirrer what is above it like that Duel map the LA did I have been trying and trying to do it but I can never figure it out its been bugging me because thats one of the main features of my lvl you see im doing the ship the TANTIV 4 lea's ship at the start of A New Hope and the floor is jet black with a shine to it and I think that the mirrer afect would be great I do have a shiny black floor at the moment but it just doesnt make the effect as I would like to Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 4, 2003 Share Posted January 4, 2003 The picture makes me think that your light entities are to close to the floor. That explains why can't you see any light on Klye seeing him from above. To avoid the very bright spots you can use a smaller light value for the entities and a bigger scale value if necessary. --- You can find several threads about mirroring floor, just use the search function. But keep in mind that using a mirroring floor can be lower the FPS if the mirrored environment is high on polygons. Link to comment Share on other sites More sharing options...
ook_typhon Posted January 4, 2003 Author Share Posted January 4, 2003 Dam well I had better not do that then here is a pic of the lvl so far I am very impresed with myself so far I could never have thought that I would be able to do what I have done so far sweat and tears http://members.iinet.net.au/~philai/tantiv1v.jpg http://members.iinet.net.au/~philai/tantiv1v2.jpg Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 4, 2003 Share Posted January 4, 2003 It says there's nothing on those addresses... Link to comment Share on other sites More sharing options...
ook_typhon Posted January 4, 2003 Author Share Posted January 4, 2003 Try again I wasnt expecting you to look so quickly what I did was type the address before adding the pictures lol anyway I moved the lighting up but still doesnt light up my char I tried everything from light to radius and even scale but ntn works it lights up the place alright but just not the char I have no Idea why to all exptations it should work Link to comment Share on other sites More sharing options...
Leslie Judge Posted January 5, 2003 Share Posted January 5, 2003 Sorry but I'm out of ideas. Hope it's temporary. Link to comment Share on other sites More sharing options...
ook_typhon Posted January 6, 2003 Author Share Posted January 6, 2003 Hope so to But there is some good news My Sky box has now decided to light up the map just that the snow is to bright lol so now I guess I will have to twig the light of the sun Link to comment Share on other sites More sharing options...
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