 Btw
#1182 posted by DaZ on 2004/02/20 15:05:22
q1rad coolness again, try messing with the "-smooth x" option, its fucking lovely, x=max angle q1rad will smooth the light around, set this at around 25-30 and a 12 sided cylinder looks like a 120 sides cylinder, cool effect!
 Bah
#1183 posted by LTH on 2004/02/20 15:08:56
Radiosity is the sawk, I've gone back to trusty old TyrLite. That said, that 'smooth' function sounds interesting - but I can't be arsed to convert all of my coloured lights back into the stupid format that Q1rad needs, instead of the sensible format that TyrLite & co use. And anyways, I don't really like the light-saturating effect that radiosity has.
Cheers anyway!
 Hmmm
#1184 posted by DaZ on 2004/02/20 15:10:36
did you try -bounce 0 and what light brightness settings were you using for your surfacelights?
#1185 posted by LTH on 2004/02/20 19:11:02
What's the point of using a radiosity lighting tool with bounce turned off?
 Errr
#1186 posted by DaZ on 2004/02/20 20:57:12
so you can say "I make teh map look sexeh MOH YEAH!!!"
like duh... :D
 I'm With LTH
Doesn't bounce 0 mean no radiosity? I'm confused...
: )
 AguirRe
My comment is, hurrah!
Thank you all the hard work, aguirRe.
 Well...
#1189 posted by metlslime on 2004/02/21 07:21:36
"radiosity" refers to bouncing light, sure, but in our line of work, it's usually paired with light emitting surfaces. So, if you want light emiting surfaces, but don't care about bouncing light, you might use bounce 0.
Yes, i'm very drunk. And i can still type better than you.
 But...
#1190 posted by LTH on 2004/02/21 08:23:59
As previously stated, I don't care about light emitting surfaces, since they look crap.
 Lodfop
#1191 posted by HeadThump on 2004/02/21 11:44:26
I typed that header with my nipples. The amazing world of wireless.
#1192 posted by LTH on 2004/02/21 12:43:15
You must have some fucking big bitch tits to be able to type with them.
 Lol
#1193 posted by HeadThump on 2004/02/21 14:42:35
Bob has bitch tits -- nope just a set of extremely cold nipples.
 Btw, LTH
#1194 posted by HeadThump on 2004/02/21 14:57:45
glad to see you on the func_board. Does that mean you are you mapping as much as you code these days?
 Lol
#1195 posted by LTH on 2004/02/21 20:37:43
You could say that.
 AguirRe
#1196 posted by Mike Woodham on 2004/02/22 12:24:10
Could you just explain the use of _sun_mangle for me: how are the two parameters used?
 Mike
#1197 posted by LTH on 2004/02/22 12:31:43
x = yaw, y = pitch, z = placeholder.
 LTH
#1198 posted by Mike Woodham on 2004/02/22 12:58:04
Thanks. I understand yaw and pitch but not 'placeholder'.
Sorry to be dense but I have never used _sunlight before: I am only trying it now after reading some comments by AguirRe in this forum.
I have a rather large (high) set of mountains in FMB12 and lighting them is proving difficult.
As a by the way, is 256 the largest texture size that can be used in Quake1 - I can see some pretty obvious tiling?
 Mike:
#1199 posted by metlslime on 2004/02/22 13:06:30
'Placeholder' means just put zero; i believe it's needed becuase the compiler expects a vector, but only actually has a use for two or the numbers.
Re: texture size, first, check this: http://www.celephais.net/stuff/texturefaq.htm
Second, try scaling the texture up, or using more lighting variation to break up the large surfaces. (I know, "lighting variation" is contrary to the whole _sunlight aesthetic. But you could still put in some subtle point lights or antilights to create the needed variety.)
 Mike
#1200 posted by LTH on 2004/02/22 13:07:20
placeholder is exactly that - it doesn't do anything, it's just necessary to convince the compile utils that you're using a 3-part vector.
 Metl
#1201 posted by LTH on 2004/02/22 13:09:19
Doesn't HalfLife allow texture randomization? How does it do it?
 Thanks Guys
#1202 posted by Mike Woodham on 2004/02/22 13:12:18
(or gals!)
 Ha Ha Metlslime Is A Girl!
#1203 posted by czg on 2004/02/22 13:25:27
 Yes, Metlslime Is A Grrl
#1204 posted by R.P.G. on 2004/02/22 13:31:25
More proof!
<goetz> http://www.celephais.net/quake/
<goetz> metlslime is that u ?
<goetz> i thought u were male
<metlslime> i'm a hot japanese girl
<Auhsan> woa
<Auhsan> I love you metlslime
<metlslime> this explains why i never get laid, after all, who wants to have sex with a hot japanese girl?
<metlslime> nobody. I wish i was one of those skinny white computer geeks. They get all the sex.
<Auhsan> from their hands
<metlslime> heh
* metlslime cries
 Help Again
#1205 posted by Mike Woodham on 2004/02/22 13:36:57
I am just trying to see the difference between using _sunlight or placed light entities in a map.
For some reason, light does not seem to work on my trial, 2055 brush, map. Here is the readout: -
4361 planes 87220
4252 vertexes 51024
2387 nodes 57288
6 texinfo 240
3888 faces 77760
13244 clipnodes 105952
1202 leafs 33656
4808 marksurfaces 9616
17010 surfedges 68040
8506 edges 34024
2 textures 130652
lightdata 0
visdata 0
entdata 176
File: ter2.bsp
3 entities read, 1 are lights, 3888 faces
Light: 0.0%, Elapsed: 0:00
Light: 100.0%, Elapsed: 0:01
lightdatasize: 0
0 switchable light styles
Elapsed time : 0:02
BspBuild [Light complete]
The numbers mean nothing to me. Can anybody spot my (probably obvious) error?
 It Looks...
#1206 posted by necros on 2004/02/22 14:05:11
like you only put on light entity:
3 entities read, 1 are lights, 3888 faces
sunlight needs: _sunlight # for intensity, and _sun_mangle x x x for direction.
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