
Scampie
#15784 posted by
aDaya on 2016/01/11 17:00:24
I'm using that texture from the Wad of Daikatana ep1, taken from Quaddicted's wad bank. After checking the vine texture it had the wrong background color (it seems like this is a common problem in Quaddicted's wad bank), so I fixed it and run it. Darkplaces still doesn't recognizes the transparency (is there a commandline that can fix this?), but Quakespasm runs it like it should:
http://image.noelshack.com/fichiers/2016/02/1452527281-spasm0000.png
http://image.noelshack.com/fichiers/2016/02/1452527283-spasm0001.png
Also lighttorches I underestimate them once again. 2stronk4me.
Speaking of light, fog comes out fine in Quakespasm but is non present in DP. Same thing with the sky texture, it's all black even though I put lights (sunlights still have light and shadow issues with ericw's compiler it seems, or the small sky openings in the cieling make things fuzzy somehow). What the hell

DP
Does not support alpha textures. That is the reason you need an external tga file
#15800 posted by
JneeraZ on 2016/01/11 19:48:01
"14 new posts! This gonna be goo ... oh."

Lighting Giving Me The Finger
#15801 posted by
aDaya on 2016/01/11 21:57:08
So I don't know what the hell is going on. My start map is as for now divided by 2 sections: a short cave section, and the skill portal room. No matter what I do (and by that I mean changing light torches' light values, deleting some, up to just deleting all of them), the cave will always be flat-litted, but as soon as the skill chamber show its nose WHOOPS strong shadows and sunlight-quality shadows (At first I did add in sunlight2 but I decided to take it out because there wasn't any impact lighting-wise).
Just look (also in those shots light torches in the first section are supposed to be deleted, and worldspawn's light value is set to 170):
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214603-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545717-razenkrauft20160111214611-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545720-razenkrauft20160111214655-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545718-razenkrauft20160111214744-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452545721-razenkrauft20160111214753-00.jpg
Also, somehow removing the fog key from worldspawn made the skybrushes visible again in DP.
I don't get it.

What Delay Values
#15802 posted by anonymous user on 2016/01/11 22:18:48
are you using for your lights?
It looks like delay 3 lights(no falloff at all) from afar to me.
Use delay 2/5 for best results, also add the -addmin switch to your commandline for tyrlight.

There's No Delay
#15803 posted by
aDaya on 2016/01/11 22:43:14

Did You Delete The Lit File?
#15804 posted by anonymous user on 2016/01/11 22:47:36
outdated lit files with the same file name get loaded by the engine anyhow, resulting in things like this.
http://www.quaketastic.com/files/hollow_odds.jpg
Check values on worldspawn in your map that seem conspicous to you. Even a "sunlight_color x x x", or a "light" value.
Delete those too, report back.

Fog
#15805 posted by
adib on 2016/01/11 22:48:13
Some engines in some machines don't like 0-255 values for fog, you have to use 0-1 (like 0.2, 0.5, etc) for best compatibility

^Also This
#15806 posted by mfx on 2016/01/11 22:51:19

Adib And The Fellow Above Him
#15807 posted by
aDaya on 2016/01/11 22:59:11
fog was already set on 0.3. It showed OK on Quakespasm but somehow not in DP.
A light key of 170 was still active in worldspawn, so I deleted it, just like the lit file (which I deleted once when my lighting problem occured, but it changed nothing).
Now though, after compiling (with the -addmin key still in) now everything is flat-litted (which is brigther than the initial value of 1170, so I assume it went back to 300), even the skill chamber.
What now?

DAYA
#15808 posted by mfx on 2016/01/11 23:10:06
Dont use the worldspawn "light" key. Ever. It is better to start with a totally dark map.
It seems you have problems in doing what i adviced you to.
Are there any surface lights you may have overlooked?
To make this more clear. A map with no lights and a worldspawn "light" set to 0 should be rendered fullbright when loaded in engine.
So, assuming you deleted all lights and that worldspawn key, plus lit file, you should now see a fullbright map in the engine.
Now,as a test, put one torch in, and recompile. Report back.