Ambient Lighting
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Ambient Lighting
Quake supports this, right? I can't get it to work.
I go into Worldcraft and go Map > Map Properties > Ambient Light and change it to something high, but the map will still be pitch black when I run it. What gives?
I've had to resort to lighting my map with individual light entities, but it looks all uneven and assy because I'm not really good at mapping. I've heard of using something called "arghlight.exe" instead of "light.exe" for compiling, but copious googling has failed to get me more info on that/where to download it.
Any help would be appreciated!
I go into Worldcraft and go Map > Map Properties > Ambient Light and change it to something high, but the map will still be pitch black when I run it. What gives?
I've had to resort to lighting my map with individual light entities, but it looks all uneven and assy because I'm not really good at mapping. I've heard of using something called "arghlight.exe" instead of "light.exe" for compiling, but copious googling has failed to get me more info on that/where to download it.
Any help would be appreciated!
- Handshakes
- Posts: 11
- Joined: Sun May 30, 2010 6:53 pm
- Location: Detroit, MI
I recommend to use Bengt Jardrup's port of QBSP, VIS and LIGHT:
http://user.tninet.se/~xir870k/
Read the documentation for command line arguments to set min and max light, sun light, etc.
http://user.tninet.se/~xir870k/
Read the documentation for command line arguments to set min and max light, sun light, etc.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
I am using that exact thing. Here is what my light.exe log says:
So the minlight shows that I have an ambient light value of 600, yet when I play the map everything is pitch black.
Is there anything there that is jumping out as wrong as hell? I think I'm going to try a clean install of Worldcraft. The lighting seemed to be working at least somewhat before it abruptly and irreparably turned to total poo.
UPDATE: The ambient lighting works with Fitzquake but not with Darkplaces. This makes me sad face in a lot of ways.
----- Light 1.43 ---- Modified by Bengt Jardrup
File: c:\program files\worldcraft\textures\tst.bsp
Using minlight value 600 from worldspawn
2 entities read, 0 are lights, 40 faces, 0.0M casts
Light: 0.0, Elapsed: 0:00
Light: 100.0, Elapsed: 0:00
lightdatasize: 7949
Elapsed time : 0:00
So the minlight shows that I have an ambient light value of 600, yet when I play the map everything is pitch black.
Is there anything there that is jumping out as wrong as hell? I think I'm going to try a clean install of Worldcraft. The lighting seemed to be working at least somewhat before it abruptly and irreparably turned to total poo.
UPDATE: The ambient lighting works with Fitzquake but not with Darkplaces. This makes me sad face in a lot of ways.
- Handshakes
- Posts: 11
- Joined: Sun May 30, 2010 6:53 pm
- Location: Detroit, MI
If FitzQuake works, then looks like the map itself is lit correctly.
Just random thoughts: are you using colored lights ? Do you have any sky texture ?
Just random thoughts: are you using colored lights ? Do you have any sky texture ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Turn off Darkplaces realtime world lighting, you need a different light setup for that.
600 is outside any limit, 300 is the maximum.
600 is outside any limit, 300 is the maximum.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
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