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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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yes i use test level 4. How can i change the level? how will it affect the compile? i have not used detail entitys since im still a beginner. thanks for that tip!

im taking a small break from my main project because its getting too large and there are so many areas im not happy with. there will still be large outdoor areas but i will make them smaller. 
Easy 
light.exe

-fast

easiest way, less calculate time.

-extra

Calculate extra samples (2x2) and average the results for smoother shadows.

-extra4

Calculate even more samples (4x4) and average the results for smoother shadows. 
Oops 
I ment vis.exe
 
Quick question, i downloaded some skyboxes and renamed them from .pk3 to .tga
(https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html)

i placed the skybos in id1/gfx/env

in trenchbroom i gave world entity "sky" "sky-dragonheart_"

and nothing happened. What went wrong? 
Name 
Verify the name of the actual skybox files. Is it "sky-dragonheart_" or just "dragonheart_" 
 
Directions 
I think there should be the 6 cube sides for the skybox files.

Like sky-dragonheartup_
"""down_
"""lf_

Can you open the pak and see if those files are contained? 
 
i dont know how to extract pk3.
can you send me a skybox file that i can test? 
 
i downloaded the skyboxes from quaddicted

https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html

i think they should be 6 sided 
 
is there a texture that i have to give to a brush so i can see the skybox? like sky4 
 
#17683 - You should be able to open it with any zip extractor, if I remember correctly;

#17684 - Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation
===> The Kothic Skybox Compilation

#17685 - you have to use sky texture; 
@newhouse 
That's probably caused by a lack of sorting by distance for entities with transparency.

FitzQuake 0.85 draws entities sequentially. DarkPlaces likely sorts everything by distance.

I might rewire transparent entities to draw by distance in Mark V, but I've more focused on a mirrors on func_illusionary request for pulsar ..

And tuning some optional effects video and updating the Mac build. 
Naitelveni 
The only important VIS options are -fast for a quick and inaccurate test compile, and -level 4 for a slow(er) and accurate final compile. 
 
you have to use sky texture;

What is a sky texture? i used both sk1 and sky4 and both of them wont display the skybox 
 
i got it to work now! :)
I copied a skybox from my Arcane dimensions folder and placed in my id1/gf/env folder and it doesnt matter what sky texture i use! im happy with the result now :)))) 
Can Someone Explain Sun A Little! 
I created a square room, I placed a pillar directly in the center, I set sunlight mangle to 270 -45 0

This way the sun in relation to my Top view in JACK is at the top(centered). I placed the player start in relation to the Top view at the bottom(centered).

Now when I load the map the pillar casts a shadow directly towards me, correct. Looking right, the wall has a shadow at a 45 degree angle down, correct.

But looking left the wall is completely dark. It doesn't match the right side wall which I thought it would.

What is going on?

If there is a sunlight basics link(besides ericw's descriptions) please post it, thanks. 
Reading This... 
https://shoresofnis.wordpress.com/guides/lighting-basics/

It states "�_sun_mangle� - This has the same format as �mangle� on spot lights, �Direction, Pitch, x�, which way the sun is shining. (Not the position the sun is in)"

So my question is, how do I know where the position of the sun is? 
 
The sun doesn't have a position like a regular light entity, it's a "distant light source" so wherever you are in the map, the direction vector to the sun is the same.

So what happens is from each lightmap sample in the map, the tool traces a line in the direction to the sun, and checks if it hits a sky face.

With the "yaw" component of mangle at 270 I would expect 3 walls to be lit up.. but with light coming in perpendicular to two of the walls, the value of "anglescale" will determine whether they receive any light, if "anglescale" is 1, those walls perpendicular to the sunlight direction will be dark.

There's also the possiblity of a bug of course. mind posting a screenshot? 
 
http://imgur.com/wwMXanr

And yes, the "back" wall I clipped thru is fully lit as well.

Oddly, the pillar gets lit the same way. Sorry it's not in the image.

Thanks for the reply 
The Pillar 
Thanks 
Argh, that does look like a bug.. I'll look into it 
Using "2016-11-20 TyrUtils-ericw 0.15.9 Release" 
I forgot to mention that. 
Sorry This Must Be Asked Multiple Times 
I have tried to google and read guides, but couldn't figure out or make work some lighting techniques:

https://drive.google.com/file/d/0BwxYkKdSD855eGpsUFJCaDNPSUE/view?usp=sharing 
NewHouse 
1. Classic light tools allowed regular light entities to shine through world sky faces, but my tool doesn't. One option: make the "Q" a func_illusionary with "_shadow" "1" and texture it with the "skip" texture. Omit the sky brush in the middle of your diagram.

2. yeah, this is something I just added in the latest version of my light tool 0.15.9. Just set "_shadow" "1" and "alpha" "0.5" on the func_illusionary window entity, for example.. tweak the alpha as needed.

3. spotlight or normal light will both work. A spotlight will only shine in the direction of the bars, whereas a regular light will iluminate behind / to the sides of the light entity as well. You'll want to make sure the light is bright enough, could try "delay" "2", and "light" "500" or "1000". 
Thank You For Your Quick Answers* 
 
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