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MAPPING: Lighting http://www.dswp.de/old/mapping/mapping-lighting-t769-10.html |
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Author: | SteveMcqueen [ 10.02.09 ] |
Post subject: | Re: MAPPING: Lighting |
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 |
Author: | SteveMcqueen [ 10.02.09 ] |
Post subject: | Re: MAPPING: Lighting |
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 |
Author: | SteveMcqueen [ 10.03.09 ] |
Post subject: | Re: MAPPING: Lighting |
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 |
Author: | SteveMcqueen [ 10.12.09 ] |
Post subject: | Re: MAPPING: Lighting |
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 |
Author: | SteveMcqueen [ 10.12.09 ] |
Post subject: | Re: MAPPING: Lighting |
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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