What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
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..
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
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:

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
-

Dirge Inferno - Posts: 34
- Joined: Sat Feb 25, 2012 6:44 am
- Location: Adelaide, South Australia
Re: What are you working on?
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/
http://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
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.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/
I liked the point about white light being brighter than an equivalent strength colored light, a potential issue for .lit files.
-
qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: What are you working on?
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.
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
really really precious informations. Already bookmarked! 
thanks a lot for sharing
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?
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.
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
We knew the words, we knew the score, we knew what we were fighting for
-

mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: What are you working on?
someone should write up a howto on lighting outdoor maps, i find it kind of hard. esp in quake.
-

ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
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?
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.
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.
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
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
http://www.youtube.com/watch?v=tnwCdlMSVKc&hd=1
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
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 a way, you could argue that it's not "gamey", but DOOM requires a button press to open doors and no one ever complained...
-

goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
A nice long, self-indulgent blog post.
http://earthquakemod.wordpress.com/2012 ... 03_2012-2/
http://earthquakemod.wordpress.com/2012 ... 03_2012-2/
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
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?
Trying out this shader editor for Quake 3.


-

Dirge Inferno - Posts: 34
- Joined: Sat Feb 25, 2012 6:44 am
- Location: Adelaide, South Australia
Who is online
Users browsing this forum: No registered users and 1 guest