clu Posted April 15, 2003 Share Posted April 15, 2003 My level takes place mostly outdoors and I'm having trouble getting the lighting looking right with q3map2. If I use fullvis (sof2map) it looks OK: http://www.jakekeating.com/pub/q3map_issue/sof2map_fullextra.jpg But when I use q3map2 (final) it just becomes incredibly dark: http://www.jakekeating.com/pub/q3map_issue/q3map2_final.jpg I'd prefer to use q3map2 because it makes everything else look so much better, but I'm not sure about how it's handling my sky shader (which I've tried bumping up to no effect). Any suggestions would be welcome. -clu Link to comment Share on other sites More sharing options...
wedge2211 Posted April 15, 2003 Share Posted April 15, 2003 q3map2 does make lighting a bit darker than sof2map. If you sleect a light entity in Gtk, it will show you the light radius (the inner circle is the radius of max intensity, the middle circle is the effective overall raduis, and the outer circle is the maximum radius affected by the light). You just have to get used to giving higher light or scale values than you did before. (By the way, that map and the mod you used look really interesting...) Link to comment Share on other sites More sharing options...
clu Posted April 15, 2003 Author Share Posted April 15, 2003 Thanks, Wedge. The light entities in the interior parts are actually OK (a little darker, but tolerable). It's the way it's handling my sky shader that's a little weird. I've tried bumping up q3map_surfacelight to 150 but with no effect. Do I just need to crank up the intensity too? I thought 250 was already pretty high: textures/skies/colo_test { qer_editorimage textures/skies/sky.tga q3map_surfacelight 75 q3map_lightsubdivide 512 sun 0.75 0.79 1 250 0 75 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/colo/sky 512 - } Glad you like the look of the map...because I was going to ask you if you wanted to help beta test it when it's ready! -clu Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 15, 2003 Share Posted April 15, 2003 Aha, there is your problem. Q3Map2 doesn't understand sun but q3map_sun (which is recognized by sof2map too). Plus if you use Q3Map2 then leave the q3map_surfacelight + q3map_lightsubdivide combo. Use q3map_skylight <brightness> <iteration> instead. For testing use 1 for iteration, for final compiles use 3 or 4. A higher value always makes better result but takes longer time to compile. Just comment out the two lines. If you don't like the effect that q3map_skylight makes then you can return to them. Link to comment Share on other sites More sharing options...
wedge2211 Posted April 15, 2003 Share Posted April 15, 2003 What he said. Link to comment Share on other sites More sharing options...
clu Posted April 15, 2003 Author Share Posted April 15, 2003 Thanks guys. OK, I think that definitely did something, but maybe I misunderstood. Now there is a strange light direction problem. Here's a screen from a test room with the new shader code: http://www.jakekeating.com/pub/q3map_issue/skylightprob.jpg And here's the shader behind it: textures/skies/arena_light { qer_editorimage textures/skies/sky.tga //q3map_surfacelight 75 //q3map_lightsubdivide 512 q3map_skylight 250 3 q3map_sun 0.75 0.79 1 250 0 75 surfaceparm sky surfaceparm noimpact surfaceparm nomarks q3map_nolightmap skyParms textures/skies/arena 512 - } It seems like the light is coming from all directions and angles resulting in those ugly crossover shadows (the big dark triangles). Any obvious problems with my shader code? This thing is driving me nuts. -clu Link to comment Share on other sites More sharing options...
Leslie Judge Posted April 15, 2003 Share Posted April 15, 2003 No problem with the shader code. As you know in the real world the light is not coming from 6 directions from the sky but from everywhere. So that's why it seems the light is coming from everywhere. This is that effect of q3map_skylight I was talking about. I tried 8 for iteration and that gave me a very acceptable result last time. I told you 3 or 4 because ydnar said they use 3-4 for final compiles. Of course a higher value of iteration creates more lights for skylight so more compile time is needed. If you don't like it just go back to the original q3map_surfacelight + q3map_lightsubdivide combo. Link to comment Share on other sites More sharing options...
clu Posted April 15, 2003 Author Share Posted April 15, 2003 Excellent, thanks Leslie. I appreciate all the help. Hey wedge, did I scare you off when I mentioned you're on my beta-test list? Glad you like the look of the map...because I was going to ask you if you wanted to help beta test it when it's ready! Don't worry, it won't be ready for several months yet. Plus you can always say no. Thanks again gents. I think I'm starting to figure this stuff out. -clu Link to comment Share on other sites More sharing options...
wedge2211 Posted April 16, 2003 Share Posted April 16, 2003 Hehe, I didn't even notice that, I just looked as far as the shader code! I'll see if I have time, ask me then. Link to comment Share on other sites More sharing options...
clu Posted April 16, 2003 Author Share Posted April 16, 2003 No worries, still got a way to go. Anyway I just saw your WIP as I was browsing showcase....looks like you've got your hands full. Sweet looking map though, best of luck. -clu Link to comment Share on other sites More sharing options...
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