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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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Does it mean.. if I use 450 it is.. 450=100/wait 0.45? 
 
My thoughts are that too much of your light is coming from highly saturated colored light. Try setting a wait value on the sourced colored lights (those that are supposed to look like they are emitted from a texture). Try around 1.5 - 3 or more and use delay 2 or 5. Try to confine the color to just the area near the source.

Then add some white or almost white area lighting out away from any surfaces. Give those a low light value but with a small wait, so they can reach for some distance, light around 150-200, wait 0.5 - 0.7 
 
Trying all this, and having bouncescale 1? 
 
I don't use a new enough light.exe to have bounce, but it shouldn't matter much if the colored light is not allowed to extend very far.

Here is part of my map. After I made this pic I realized it was actually not a great example. There is more colored light in that room than any other room in the map. I think there is 6, maybe 7 different colors in use.

http://quaketastic.com/files/screen_shots/coloredlights.jpg 
 
How do you make it show like this, is it some command you need to put on engine's console?

Anyway, thanks for your suggestion - I try to understand what it means, some of words are new to me and I might not understand it 100%.. but I sure try. 
 
sourced colored lights = original colors from quake's palette?

..they are emitted from a texture = same colors that are used mainly to make all of original textures?

..white or almost white area lighting out away from any surfaces = means I should place white light sources to walls, ceilings, even floors even though there is no visible any "real" light sources where that light comes from? 
#16967 
r_lightmap 1 
 
What is r_lightmap? it is not command or anything? 
 
Experimental options..
-lit2 -> write lit2. file
-lux -> write lux. file

what are those? 
 
Oh, thanks khreathor* nevermind it did that what I was asking earlier. 
 
So now I can actually see the lighting itself.. this will speed up the progress so much. 
 
lit2 allows much higher resolution lightmaps and lux probably does something similar but is designed specifically for FTE.

lit2 is not supported by many engines afaik 
Rick 
And indeed Rick, base color was too saturated in overall, I need to add more white there. 
 
r_lightmap is a console command.

r_lightmap 1
r_lightmap 0

You can actually add it to your autoexec.cfg file. The autoexec.cfg is a file with commands that are run automatically when you start the game. You might have to create it first if you've never had one before (it's just a simple text file). The "toggle" part makes it so pressing the key turns it on/off.

bind "l" "toggle r_lightmap"

I use the L key, but it can be whatever you want.

Some other useful commands to put in autoexec.cfg are:

bind "?" "toggle r_fullbright"
bind "?" "toggle r_showtris"
bind "?" "toggle r_showbboxes"

noclip and notarget don't need "toggle"

bind "?" "noclip"
bind "?" "notarget"

Just replace the ? with whatever key you want to use. 
 
I forgot to say, autoexec.cfg goes in the Quake/ID1 folder

If you play other game types such as Quoth and AD, you have to put a copy in their folder also. 
 
Thanks, Rick. Now it is super fast to toggle between different views. 
 
Sourced lights are when the light has an obvious point of origin. It is coming from something. That could be a flame or torch entity, but most often is a texture which has an image or picture of some kind of lighting fixture on it.

http://quaketastic.com/files/screen_shots/sourced_lights1.jpg

Notice how the source light is concentrated near the source and falls off quickly. The areas between are still lit, but not as much. And the light there has much less color. That is what I use fill/area lights for.

Keep in mind that I'm just offering some generalized examples here. I'm not at all trying to tell you exactly what to do. 
 
Thanks, wasn't really sure what "sourced light" meant, I used 'real light source' on my posts. But yeah, that is the problem what light doesn't lit that much, and if value is much higher origin of light is too bright. Especially when using delay 2, then if I put delay 5 to give some of that white color it pretty much blend together with colored light, and in some cases leaves weird color print on surface (which is ugly looking).

This image is not exactly what I'm trying to do, but it is better than nothing: http://www.eaglelight.com/media/img/ledinsider/W1936-H1296-Bffffff/bulbpar38/par38_e27_1542_par38_grow_light_bulb_led_blue_garden_light_bottom.jpg 
 
Is it possible to make faces/surfaces to receive color more? 
 
Is it possible to make some kind of start map, where have to press button to increase/decrease brightness of screen. Something like Amnesia and Outlast had at the very beginning. Turn up/down until you see some wall or something. 
 
In Quoth you can trigger console command, so you could set brightness like this. I don't know if this is possible in vanilla Quake. 
 
Instead of trying to force quake something impossible, this brightness selection start map would remove that problem people are having with maps that uses darker lights. I really hope this is the right way of thinking in this case? I have seen how quake tries to light up areas and it basically will kill the main goal I had, so if brightness is only issue.. why not try fix that first? 
 
I mean why not solve* this problem this way. 
 
Because maps that are too dark is not a player problem, it's a mapper problem. 
Monitor Configuration - 
http://www.lagom.nl/lcd-test/

Good way of configuring your monitor, if everyone did this then we'd be halfway to getting some parity/unification on custom map lighting.

Also a good test is to play through episode 1 to get a good idea of what kind of brightness your maps should be. 
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