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 Post subject: Re: MAPPING: Lighting
PostPosted: 10.02.09 
Quote:
23:45.36       [51]solitary: what are good switches to compile light with?
23:46.04       stv``: n8
23:46.26       [51]solitary: For somereason I cannot compile q3sun. I am using the kingdom shader and no sun will render, its weird.
23:46.44       [T]BludShoT: will any lights render
23:46.55       [T]BludShoT: like if you chuck a light in your map
23:47.00       @NulL`: -bounce 15 -fast -patchshadows -samples 2 -radbump -shade
23:47.04       [T]BludShoT: cuz maybe the problem is that light just isnt rendering
23:47.05       @NulL`: is what im working with
23:47.12       @NulL`: i bet its a shaderlist problem
23:47.20       [51]solitary: lol
23:47.20       [51]solitary: ya
23:47.25       [51]solitary: i just looked at my shaderlist
23:47.25       [51]solitary: ffs
23:48.32       [51]solitary: isn't 15 bounce overkill?
23:48.45       @NulL`: not at all
23:49.21       [T]BludShoT: i just do vis fast light fast
23:49.42       @NulL`: fast vis? are you mad?
23:49.47       slackin: hey
23:49.56       [T]BludShoT: whats wrong with fast vis
23:49.57       [T]BludShoT: :p
23:50.02       @NulL`: you should never use fast vis
23:50.07       slackin: any of you seen that little script i made? is it useless or anyone finding it usefull?]
23:50.09       [T]BludShoT: why
23:50.10       @NulL`: it does nothing
23:50.14       slackin: haha
23:50.20       [T]BludShoT: well i dont really need it to do anything
23:50.23       [T]BludShoT: i only do it for light
23:50.32       [T]BludShoT: half the time i just do bsp only lol
23:50.39       slackin: lol right on
23:50.53       [T]BludShoT: i mean right now im just doing brushes and layout and architecture
23:51.00       [51]solitary: no gamma switch NulL`?
23:51.10       @NulL`: nah
23:51.11       [T]BludShoT: obviously if im trying to see lighting and textures looking good i will have to do nicer compiles
23:51.18       [51]solitary: can I ask why not?
23:51.26       @NulL`: -exposure is better than gamma
23:51.34       @NulL`: but i dont use either
23:51.46       [51]solitary: haha
23:51.48       [51]solitary: ic
23:51.55       [51]solitary: whats exactly the exposure switch do?
23:52.44       @NulL`: changes the exposure like modifying a cameras shutter speed
23:54.08       [51]solitary: ah gotcha



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 10.02.09 
Quote:
00:04.44       [51]solitary: NulL` you only use shaders for lighting, correct?
00:05.24       @NulL`: no i use point light more and more now
00:05.51       @NulL`: i usually couple a omni light and a spot light though
00:05.55       slackin: hey i got a mapping question about sun
00:06.57       slackin: i am using tp sun, but i want the shadows comming from the opisite way, and a bit more umm, like |_ <----wall n shadow to ----> |__
00:07.13       slackin: actually
00:07.16       slackin: like
00:07.19       slackin: its this now:
00:07.22       slackin: _|
00:07.24       slackin: and i want:
00:07.26       slackin: |__
00:07.45       @NulL`: add 180 to the angle
00:08.00       slackin: yea but you see how i want it longer?
00:08.10       slackin: like the one is only one dash long and the other is two
00:08.14       slackin: so like
00:08.18       slackin: 200?
00:08.22       @NulL`: lower the inclination
00:08.49       slackin: hum, time to pull up shader manual(doh!) but i need to read some of that again to refresh my mind
00:09.00       @NulL`: inc goes between 0 and 90 degrees
00:09.08       slackin: ahh
00:09.10       slackin: ok
00:09.12       slackin: and the other
00:09.16       @NulL`: 0 is horizontal; 90 is vertically down
00:09.32       slackin: is like angle of sun on xy axis
00:09.37       slackin: and the other is hieght
00:09.45       slackin: kinda like aiming a sattelite dish?
00:11.22       slackin: k thnkz null
00:11.26       slackin: i think i got it



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 10.03.09 
Quote:
21:32.02       @NulL`: correct blud
21:32.23       @NulL`: but you'd be better off using neither
21:34.20       [T]BludShoT: yeah i can see that you'd never want to use ambient,
21:34.31       [T]BludShoT: and for minlight, i think it would be logical to not use it till the end (if that)
21:34.39       [T]BludShoT: cuz then at least you could see the lighting without it
21:34.46       [T]BludShoT: and decide if you need it or not
21:50.56              venosta/~hab@dslb-084-057-066-091.pools.arcor-ip.net opened a query with you on EFNet: slayer
21:56.20       @NulL`: lighting is something i always try and get right as early as possible
21:56.53       @NulL`: i had the lighting model fixed for mando and bohemia within the first few weeks



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 10.12.09 
codey, from urt.net

Quote:
Normally it's better to set the sun from a shader sky script as you also easier control the sky light with it and the newer q3map_sunExt looks better. I only use _sun as a temp set-up and using a existing skybox shader and then I disable the shader sun with _noshadersun 1 in the 'worldspawn' so I don't have two suns lighting the outdoors. The Honeyride beta is set-up this way.

A spotlight set to _sun 1 only works in areas where you have a skybox texture in at least the 'ceiling'.

You lack the light value in that set-up. I always normalize the highest RGB value to 1, so instead of '.94 .76 .55' I'd have '1 .81 .59' which yields same color tint but better control of intensity with the light value.

Make sure you have all these parameters set on the light entity, not on the target.

Also, use target_position for spotlights instead of info_null as the latter can block target_locations messages with '(null)' in-game when players sends position messages to their team.

Finally check that the arrow on the path between the light and the target is pointing at the target. If not you have to do it again: first chose light, then target and then link them with ctrl-K.

I use the naming convention 'codey1' and so on as I often haven't settled on a map name when starting to work on it. ('codey1' is Oildepot btw)

cheers



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 10.12.09 
http://forums.urbanterror.net/topic/12222-delirium-gtk-question-thread-round-3-or-4-i-forgot/page__pid__168169

light-emitting shaders and prohibit light through doors/in general



 


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