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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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Thanks To Everyone 
And especially thanks to ijed: his Warpspasm pack (played for the third time...) inspired me to try this again. Having him post a response to me is kind of like one of those teenage fangirl squee moments, except less squee and more arterial blood spurts, and less teenage fangirl and more hideous unhinged star-abortion. 
Ijed 
Nice screenshot! It looks so ... surprisingly un-Quake-like and pretty. Makes me want to go and take a walk there (I mean a real walk; not a run through a map shooting monsters). 
Best Practices? 
Ok, I'm getting a bit more intricate with my work. Clipping brushes was initially really hard to wrap my head around until a friend described it as cutting decorative pastries, and then it was suddenly perfectly easy to understand.

And now lighting is getting past the point of simple functionality, so I'm wanting to know about best practices.

1: Target engine/engine parameters? Is it "okay" of me to target Darkplaces with RT World Shadow enabled? I can't keep the spotlights from lighting stuff they shouldn't be otherwise, it seems. If such a tight requirement would be frowned upon, is there a light util that does semi-proper shadowing?

2: Colored lights require .lit files. I futzed with the engine a bit, and if .lits aren't loaded, those lights don't work at all! That's a catastrophe. Is it okay to require .lit capability in whatever engine the user decides to run it in for full playability? If not, is there a way to quickly and easily strip all the _color keys from a .map so I can just compile a .lit-ful and a .lit-less set?

I want the maximum number of people to be able to "enjoy" my maps, but I also don't want to have to compromise atmosphere, especially in a game that is so very atmospheric. I'm trying to figure out what the line is there. 
 
1) Making a first-time map for Darkplaces only is a guarantee that almost no-one will play it. What are you trying to do exactly with the spotlights? If you describe the problem then I'm sure we can help.

2) What exactly do you mean by "I futzed with the engine a bit"? I'm not sure what you are trying to do there - if the engine supports lit, the lights will be coloured, if not, they will be uncoloured, but should all appear correctly otherwise. 
 
If .lits aren't loaded you get greyscale lighting. Anything else is a bug. 
Alright Then 
Darkplaces is broken, then. Blah. Disabling RT World turns off all colored lights entirely. I figured this was equivalent to disabling .lit support, given otherwise it changed very little other than general shading. My bad. Guess I'll be moving to another engine... Any suggestions? (I only liked DarkPlaces for the shadowing.)

I'm trying to get overlapping areas of light and shadow on the side of a room. I have a set of very narrow angle spotlights currently, because of attempts to use progressively narrower angles to fix the spotlights lighting all of the walls and the floor with no darker spots at all. No dice. 
 
If you want to try another engine, QuakeSpasm is a good choice. Crossplatform, some good usability and performance improvements, relatively GLQuake-faithful but also with rendering bugfixes. Lots of mappers and map-players use it. 
Quakespasm 
Quakespasm seems to be the de facto standard around here (so if your map works properly in just one engine, Quakespasm is probably the best choice, as you'll have the largest potential audience).

I have no knowledge of the technical side of things, though. Maybe there's simply a setting in DarkPlaces that needs to fiddled with. 
 
OK, here's my unsolicited 2 cents ...

You're going to have to let go. :) Quake is over 20 years old so you're not going to realize any great lighting schemes or whatever you have planned. Quake can look great, don't get me wrong. But on the whole, you have to go for broad strokes rather than specific lighting set ups. 
Maybe It's The Unflattering Lighting That Makes It Look Older 
but Quake is only 19. 
But... 
I saw screenshots of a map with excellent light/shadow interplay using spotlights in parallel with overlapping edges. It was some kind of lava-castle type thing... don't remember name off the top of my head. But I just want to do something like what that map did! I'm not expecting some kind of rendering voodoo that instantly makes it work like a modern engine, just having working spotlights would be peachy. (Currently my best guess is the light util is treating them as regular lights...) 
Oh, And 
I'll check out Quakespasm... The GLQuake faithfulness does make me a little uneasy, but that's only because I'm sorta uncomfortable with older OGL games in general. Bad memories of antediluvian gaming machines having random BSOD seizures. I'm sure I'll get over it. 
Important Extra Info 
If .lits aren't loaded you get greyscale lighting. Anything else is a bug.

Little warning here: if you have an OUT OF DATE .lit file, it might be overriding the light settings in subsequent compilations. This might result in unconnected patterns of lighting, unexpected colours, or just the map failing to update in-engine as you recompile with new settings. 
Map Jams 
The map jams might be helpful:
https://www.quaddicted.com/reviews/?filtered=mapjam
most/all maps have sources included, so if you see a lighting effect you like, you can check out how it was done.

Or, post a screenshot + map file. Spotlights can be a pain to set up, I haven't used them much but did use them a bit in jam3_ericw.
IIRC there are two choices, either set "mangle" "yaw pitch roll", or target the light to an info_null (?) which is the spotlight target. 
Goes Without Saying... 
but which light compiler are you using? 
Re: .lits, Light Compiler, Etc... 
The .lits are up to date, I doublecheck timestamps before I copy over files to the id1/maps folder, to prevent unexpected frustration. Maybe it's just that colored spotlights don't work (i.e., you can have color or spotlights but not both)? That would be awful but manageable.

I'm using the latest version of light.exe available here: http://disenchant.net/utils/ as per FifthElephant's tutorial. I don't know any of the settings, however. Do I need to add something to the commandline to make it work well with certain lighting?

I'll see about grabbing a screenshot but this may take me some time (I'm technically at work...). 
Okay! 
The top map (The Living End?) is the one that has the spotlights, clearly visible, that I am trying to emulate. https://www.quaddicted.com/reviews/ne_lend_doom.html

I'd offer a screenshot, but I just tried the map in Quakespasm and there are no spotlights. None, not even the ugly kind. So at this point I'll link my awful piece of crap thing (technically I'm building the end room of my first map, and the proportions are actually wrong) and see if anyone can spot the problem... because I can't. Please excuse the hideousness, this is very far from final-touch-up. The missing wall is because I have yet to build the rest of the map, of course.

http://dropcanvas.com/khdtx/1 
 
Mangle looks strange. Try 0 -90 0 and an angle of 80 - 120 for a lightcone facing down.

Mangle is 0-360 around z-axis, 90(up) to -90(down), and 0. 
Yes And Also 
your spotlights are too faint compared to all the other bright lights in the room which totally drown them out. 
That's Strange. 
I clearly remember that I set mangle to -90. And despite the slipgate lights being at 170, they're very dim (no idea why). By far the brightest light-set is the one associated with the two conical lights in the corners, despite them being set to 120.

I'm starting to suspect shenanigans in how Trenchbroom handles things. But let's see how it works now...

I fix the values, save and compile and no changes. I wonder what will happen if I reload the .map file. Hmm. Everything's still set up right (mangle of -90, etc). I brightened the light value to 190 and set a wait of 0.5, so I don't understand how it wouldn't show up, not even in the very rear corners where no other light makes it. Maybe the angle/_softangle size?

Recompile: no dice. angle 120/_softangle 80 gives me absolutely nothing (using mfx's suggested range), so I'm stumped. Here's a link to the latest version. http://dropcanvas.com/khdtx/2 
Hmmm 
if you are seeing very dim red lights, but I am seeing very bright red lights, then that sounds like an issue with the way the light compiler treats _color values

I see you are using _color components in the 0-1 range - try using the 0-255 range see if that fixes it 
 
I can see the spotlights:
https://www.dropbox.com/s/lp6cfr6yng9rz4x/spasm0048.jpg?dl=0

This is quakespasm with "r_lightmap 1" set in the console, handy for seeing the lightmaps. No special compile flags used, just -extra to smooth it out a bit.

The "angle" "120" is making them have a pretty wide cone.
Also the fading lights on the slipgate seem really bright.

Edit: ahhh, I know what's going on, tyrutils didn't originally support colors in the 0-1 range, it's only my modded version that supports that. Try with this light.exe:
http://celephais.net/board/view_thread.php?id=60967&start=287&end=287 
We Have A Winner! 
Alright, that did it. And GOD that is hideously garish. Definitely toning that way waaay down. Out of curiosity, what light compiler were YOU using Kinn? That one might be better for me.

FTR: I arrived at the color values I was using though Trenchbroom's built in color editor, which is much faster to use than manually inputting the values until it kinda looks right in the tiny preview pane. 
Excellent, I Need To Start Refreshing Before I Send A Post... 
 
NullC 
I'm using the latest version of ericw's modification of tyrutils - i.e. the one he posted. It's the bee's knees. 
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