Forum

What are you working on?

Discuss anything not covered by any of the other categories.

Moderator: InsideQC Admins

Re: What are you working on?

Postby ceriux » Wed Mar 14, 2012 2:42 am

ajay wrote:This week: playing with spotlights and general lighting. "Its too dark!", "Its meant to be!"


iv had the same problem when mapping before... they were complaining (its too dark make it brighter!) and i felt the same way..
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Postby Dirge Inferno » Wed Mar 14, 2012 1:08 pm

qbism wrote:dirge: surprised it's q3 rather than doom3 tech, nice job. The room geometry is probably simple enough that mirror is no harm. BTW, even q2 tech had a func_reflect (brute mod force) via Lazarus/ psychospaz back in 2001 that Pentium could handle, so don't sweat it.

Thanks. I also mess with sky shaders:
Image
Code:
Code: Select all
textures/skies/CrackedSky2Lightning
{
   qer_editorimage textures/skies/CrackedSky2
   skyParms env/space1 512 -
   surfaceparm noimpact
   surfaceparm nolightmap
   {
      map textures/skies/crackedclouds2.tga
      blendfunc GL_ONE GL_ONE
      tcMod scroll 0.1 0.1
   }
   {
      animmap 1 textures/skies/zdh_lightning1k1b.tga textures/skies/empty1.tga textures/skies/empty1.tga textures/skies/zdh_lightning1k2b2.tga textures/skies/empty1.tga textures/skies/empty1.tga textures/skies/zdh_lightning1k3b.tga textures/skies/empty1.tga textures/skies/empty1.tga
      blendfunc gl_one_minus_src_color gl_one
      tcmod scroll .01 -.01
      //rgbGen wave noise 0 1 0 1
      rgbGen identity
      rgbGen wave inverseSawtooth 0 1 0 1
   }
}


Textures
User avatar
Dirge Inferno
 
Posts: 34
Joined: Sat Feb 25, 2012 6:44 am
Location: Adelaide, South Australia

Re: What are you working on?

Postby goldenboy » Wed Mar 14, 2012 4:04 pm

Re: Map too dark or not: I wrote something about lighting in Quake 1 as a response to this. It got too long though, so I posted it at my blog instead. It is here:

http://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: What are you working on?

Postby qbism » Wed Mar 14, 2012 4:49 pm

goldenboy wrote:Re: Map too dark or not: I wrote something about lighting in Quake 1 as a response to this. It got too long though, so I posted it at my blog instead. It is here:

http://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/
Regarding narrow light/dark bandwidth, overbright is an option with many engines to push the upper limit. Although this can be easily abused. Overbright might be appropriate in a brightly skylit area, or in the reactor core, but not in a torch-lit castle.
I liked the point about white light being brighter than an equivalent strength colored light, a potential issue for .lit files.
User avatar
qbism
 
Posts: 1236
Joined: Thu Nov 04, 2004 5:51 am

Re: What are you working on?

Postby ajay » Wed Mar 14, 2012 5:47 pm

goldenboy wrote:Re: Map too dark or not: I wrote something about lighting in Quake 1 as a response to this. It got too long though, so I posted it at my blog instead. It is here:

http://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/



Thanks for this, really informative. I find lighting to be just about the hardest thing to get right; I'm not sure that, although I've improved in other areas of mapping, I've got any better at it.
User avatar
ajay
 
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Postby toneddu2000 » Wed Mar 14, 2012 8:31 pm

really really precious informations. Already bookmarked! :)
thanks a lot for sharing
Meadow Fun!! - my first commercial game, made with FTEQW game engine
toneddu2000
 
Posts: 1352
Joined: Tue Feb 24, 2009 4:39 pm
Location: Italy

Re: What are you working on?

Postby mh » Thu Mar 15, 2012 1:43 am

Lighting's a bitch. I must write up my own thing about it someday soon; I've already covered most of what I have to say in various blog posts but it's quite scattered and needs to be consolidated and focussed.

gb's covered the "dark but not dark" thing very well; my obsession is with brightness. The various places it gets clamped, what the possible solutions i've tried are, what ones I've rejected (and why), how high can you go anyway (it turns out to be surprisingly high), preservation of fidelity when going high, etc.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
User avatar
mh
 
Posts: 2292
Joined: Sat Jan 12, 2008 1:38 am

Re: What are you working on?

Postby ceriux » Thu Mar 15, 2012 3:02 am

someone should write up a howto on lighting outdoor maps, i find it kind of hard. esp in quake.
User avatar
ceriux
 
Posts: 2223
Joined: Sat Sep 06, 2008 3:30 pm
Location: Indiana, USA

Re: What are you working on?

Postby leileilol » Thu Mar 15, 2012 7:20 am

that ain't hard at all. use a proper light compiler with sun support
i should not be here
leileilol
 
Posts: 2783
Joined: Fri Oct 15, 2004 3:23 am

Re: What are you working on?

Postby goldenboy » Thu Mar 15, 2012 9:16 am

Yes, use sunlight. Unless it is nighttime. Well, even then you can have moonlight - it is never 100% dark at night.

Different light tools have different implementations of this.

In Bengt Jardrup's (aka AguirRe's) light tool and its descendants, you put certain keys into worldspawn, the most important one being _sunlight (this is pasted from one of my maps):

"_sunlight" "255"
"_sunlight3" "60"
"_sun_mangle" "130 -60"
"sky" "purple_"
"_sunlight_color" "1 0.8 1"

I believe you can only have the colour value in newer versions (MH's? BSP2 version? not sure). _sky loads a skybox; make sure sun_mangle is set in accordance with the actual sun in the skybox. You don't want the sun in the east with the sunlight coming from the west...

In hmap2, place a point light to serve as the sun (or several), target it at an info_notnull (? I forget, it's been awhile) and then IIRC there is a key or something that tells the light tool to treat it as sunlight. It's in the documentation, sorry I don't use hmap2 at the moment.

Edit; the bit about functional lighting still applies, even in an outdoor setting. Light should still guide the player. See here:

http://media.moddb.com/images/mods/1/15 ... -04-13.png

http://img119.imageshack.us/img119/786/pripyat38za5.jpg

http://guidesmedia.ign.com/guides/48046 ... pyat_3.jpg

http://imageshack.us/photo/my-images/51 ... t20al1.jpg

http://www.cheats.ru/uploaded/e/enemyte ... s02254.jpg

Not always easy to do. If you can't use light to mark important spots, then you'll have to make do with ambient sounds, silhouette, or the good old minimap.
I'll add this to the other post I guess.
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: What are you working on?

Postby ajay » Sun Mar 18, 2012 6:28 pm

Updating the doors in equake.bsp to rotating 'real' ones. As for now they just open on player touch, I am considering a button press though. Changed the lighting on the pub from uplwards spotlights, which, while in keeping with some pubs I know, looked rubbish in the game. Blame youtube for the darkness, its nothing like as dark as it seems.

http://www.youtube.com/watch?v=tnwCdlMSVKc&hd=1
User avatar
ajay
 
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Postby goldenboy » Sun Mar 18, 2012 6:56 pm

I've been pondering to reactivate the use button in RMQ for a while.

In a way, you could argue that it's not "gamey", but DOOM requires a button press to open doors and no one ever complained...
User avatar
goldenboy
 
Posts: 924
Joined: Fri Sep 05, 2008 11:04 pm
Location: Kiel

Re: What are you working on?

Postby ajay » Sun Mar 18, 2012 10:17 pm

A nice long, self-indulgent blog post.
http://earthquakemod.wordpress.com/2012 ... 03_2012-2/
User avatar
ajay
 
Posts: 559
Joined: Fri Oct 29, 2004 6:44 am
Location: Swindon, UK

Re: What are you working on?

Postby Spirit » Mon Mar 19, 2012 8:29 am

goldenboy wrote:I've been pondering to reactivate the use button in RMQ for a while.

In a way, you could argue that it's not "gamey", but DOOM requires a button press to open doors and no one ever complained...

In Call of Duty you have to aim over Iron Sight and no one ever complained...

Please stop stomping on all the essence of Quake and calling it a remake. My heart is bleeding.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
Spirit
 
Posts: 1031
Joined: Sat Nov 20, 2004 9:00 pm

Re: What are you working on?

Postby Dirge Inferno » Mon Mar 19, 2012 3:22 pm

Trying out this shader editor for Quake 3.
Image
User avatar
Dirge Inferno
 
Posts: 34
Joined: Sat Feb 25, 2012 6:44 am
Location: Adelaide, South Australia

PreviousNext

Return to General Discussion

Who is online

Users browsing this forum: No registered users and 1 guest