#16972 posted by NewHouse on 2016/09/03 13:36:53
Oh, thanks khreathor* nevermind it did that what I was asking earlier.
#16973 posted by NewHouse on 2016/09/03 13:41:52
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
#16975 posted by NewHouse on 2016/09/03 13:51:03
And indeed Rick, base color was too saturated in overall, I need to add more white there.
#16976 posted by Rick on 2016/09/03 13:57:01
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.
#16977 posted by Rick on 2016/09/03 14:07:34
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.
#16978 posted by NewHouse on 2016/09/03 15:19:06
Thanks, Rick. Now it is super fast to toggle between different views.
#16979 posted by Rick on 2016/09/03 15:21:40
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.
#16980 posted by NewHouse on 2016/09/03 15:56:44
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
#16981 posted by NewHouse on 2016/09/03 16:01:45
Is it possible to make faces/surfaces to receive color more?
#16982 posted by NewHouse on 2016/09/03 16:31:31
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.
#16983 posted by khreathor on 2016/09/03 16:59:27
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.
#16984 posted by Newhouse on 2016/09/03 17:37:55
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?
#16985 posted by Newhouse on 2016/09/03 17:39:14
I mean why not solve* this problem this way.
#16986 posted by Kinn on 2016/09/03 18:17:03
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.
#16988 posted by Newhouse on 2016/09/03 18:46:43
Mappers can't be perfect in every aspect Kinn. And episode 1 is not my taste of coffee to be honest, episode 1 doesn't have darkness almost at all. I am not trying to please only older quake fans, but also people who love horror games nowadays such as Amnesia and Outlast, that in mind I try to find solutions how to balance these things. Screen brightness can be too dark for most users to be able to play horror games right away without setting screen brightness level inside game.
 Darkness
#16989 posted by mjb on 2016/09/03 19:02:18
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.
When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.
Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance!
 Darkness
#16990 posted by mjb on 2016/09/03 19:02:19
The only thing I can say about that NewHouse is while darkness is good for horror games, Quake is a shooter. The player needs to see the environment and make decisions based on cookie crumbs (ideally indistinguishable and not obvious) by the mapper.
When said environment is just black and more black, the player can get confused and therefore frustrated...which is bad.
Darkness is fine in Quake, you can create deep and vivid shadows that really bring a scene to life and set a proper mood...but there needs to be a happy balance!
#16991 posted by Rick on 2016/09/03 19:09:30
Windows 7 (probably 8 and 10 also) has a simple, but decent built-in calibration. You can find it in the "Display" properties or just run dccw.exe
I've always thought most of the original Quake levels were pretty dark. I normally have the brightness slider set 2 or 3 steps from full left (gamma 0.90 - 0.85).
I am also one those who use the original levels as a "go by" for setting brightness in my own maps.
#16992 posted by NewHouse on 2016/09/03 19:09:49
Bloughsburgh did you read my latest comment? I don't like darkness if it ruins gameplay.. the thing is it does. Problem is not every people uses same settings as mappers (even if options are default or something). If I can see, and enjoy I know others can do, like some of them really did. I want to make it possible by adding options to set brightness. So I don't understand what is so wrong about this idea.
#16993 posted by Newhouse on 2016/09/03 19:12:13
The thing is it doesn't ruin.. only settings fail.
#16994 posted by Kinn on 2016/09/03 19:38:24
It sounds like you deliberately want the map to be darker than normal then, which is fine. But there's dark as in "I can't see shit, anywhere" - which is bad obviously for Quake - and then there's dark in a sort of Episode 4 way, where you have large swathes of black, but you can still see what's going on because the light is applied to create areas of bright contrast amongst the blackness so you can always make out the structure of the environment.
Making the map too dark everywhere, and then relying on the player to yank it up to a playable level using r_gamma (or some in-game interface to r_gamma) is silly and totally defeats the point.
#16995 posted by ericw on 2016/09/03 19:39:41
The brightness sliders in engines aren't there to adapt to specific maps, they're for adapting to the room brightness you're playing in, whether you're playing windowed/fullscreen, how good your LCD's black level is, etc.
Dark/horror maps are fine but they should be built for the same gamma setting as, say, the dark maps in episode 4.
#16996 posted by NewHouse on 2016/09/03 19:45:08
What settings episode 4 then used?
|