Q1 light.exe that works with q3bsps?
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Q1 light.exe that works with q3bsps?
Just like the title says. Is there a light.exe that will work with q3bsps? It doesn't seem like quake lighting works in q3bsps. Funky stuff happens. Has anyone written a light.exe that could access q3bsps?
If not, does anyone want to?
If not, does anyone want to?
- silverjoel
- Posts: 51
- Joined: Thu Sep 30, 2010 6:46 am
No, the Quake 1 light.exe only works with Q1BSP. For Q3BSP use q3map2.
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- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
q3bsp's light doesn't show up right in darkplaces. Lightstyles don't work and triggers to turn lights on and off don't work. So, I can't use q3map2. No one has adapted q1 light.exe to q3bsp?
- silverjoel
- Posts: 51
- Joined: Thu Sep 30, 2010 6:46 am
That's not true. Jedi Knight uses q3bsp and it has lightstyles from what I understand. Soldier of fortune 2 also uses lightstyles. It's not the q3bsp format, it's the light program.
- silverjoel
- Posts: 51
- Joined: Thu Sep 30, 2010 6:46 am
You can abuse shaders to simulate lightstyles. But Darkplaces might not support it.
JK2 and SOF2 might have modified the map format.
JK2 and SOF2 might have modified the map format.
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- Spirit
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- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Than isn't it possible to add?
Using rtlight, you can add lightstyles in q3bsp for Darkplaces, but I don't know how to turn a light on and off with a trigger. That would solve my problem if anyone has done that.
Using rtlight, you can add lightstyles in q3bsp for Darkplaces, but I don't know how to turn a light on and off with a trigger. That would solve my problem if anyone has done that.
- silverjoel
- Posts: 51
- Joined: Thu Sep 30, 2010 6:46 am
By default Q3BSP just doesn't support it. The Q3A engine has no code for multiple styles on a face, it has no code for switchable styles, it has no code for animating styles. Each face gets one static lightmap and that lightmap is never updated while the map is running. Lightstyles won't work in default Q3A.
You need a modified BSP format and a modified engine for this.
You need a modified BSP format and a modified engine for this.
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mh - Posts: 2292
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I'm using Darkplaces as the engine. The Q3A engine doesn't matter to me. I understand it's a modified format. That's why I was asking if anyone has done it.
- silverjoel
- Posts: 51
- Joined: Thu Sep 30, 2010 6:46 am
I can prove it's possible.
http://www.mediafire.com/?gy3f1qffnn5zdk0
Here is a little test map I created. It is q3bsp and has all 12 lightstyles of regular quake(0-11). You need to use Darkplaces(possibly others) and have r_shadow_realtime_world on (set to 1).
I should mention the map name is test.
http://www.mediafire.com/?gy3f1qffnn5zdk0
Here is a little test map I created. It is q3bsp and has all 12 lightstyles of regular quake(0-11). You need to use Darkplaces(possibly others) and have r_shadow_realtime_world on (set to 1).
I should mention the map name is test.
Last edited by silverjoel on Tue Jan 25, 2011 6:23 am, edited 1 time in total.
- silverjoel
- Posts: 51
- Joined: Thu Sep 30, 2010 6:46 am
silverjoel wrote:r_shadow_realtime_world on
lightmap lightstyles is not the same as realtime lighting on everything (you could give a .obj map some 'lightstyles support' that way). You did not prove anything. besides, good luck making a q3bsp lightswitch
i should not be here
- leileilol
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- Joined: Fri Oct 15, 2004 3:23 am
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