Light colour
Light colour
I know this has been discussed here before, so much so that I'm pretty sure I was part of it. Anyway how do you set colour for lights? I was sure it was "color" as a key then something like "0.8 0.4 0.3" etc as the value. Tried it, but no luck. Cheers. ajay.
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Light colour
try with _color
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Light colour
Some light tools take a 0-1 range, others take a 0-255 range, so try that.
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
-
- Posts: 1395
- Joined: Tue Feb 24, 2009 4:39 pm
- Location: Italy
Re: Light colour
what kind of q3map2 compiling settings do you use?
Meadow Fun!! - my first commercial game, made with FTEQW game engine
Re: Light colour
I don't think Ajay's using q3map2. Did you see his screenshots?toneddu2000 wrote:what kind of q3map2 compiling settings do you use?
What compiler are you using, Ajay? I did coloured light with hmap2 and with Bengt's light tool. I used both 'color' and '_color', both worked just fine.
The parameters should be _color 0 0 1 (for blue, for example).
QuakeWiki
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
getButterfly - WordPress Support Services
Roo Holidays
Fear not the dark, but what the dark hides.
Re: Light colour
LightBSP2 should work (otherwise I'd have the hellhound that is GB&Co on my trail...)
It should also support both light ranges and be able to autodetect which one is used in the map (sigh - more Quake standards fragmentation... rant for another day...)
A possible cause is this: there are some BSP compilers that will strip out light entities as an "optimization" step, because saving a coupla k here and there is just so so important in these days of 1TB hard drives. Maybe open the BPS file in something like Wordpad before lighting it, check a light entity and make sure that everything needed is still there.
It should also support both light ranges and be able to autodetect which one is used in the map (sigh - more Quake standards fragmentation... rant for another day...)
A possible cause is this: there are some BSP compilers that will strip out light entities as an "optimization" step, because saving a coupla k here and there is just so so important in these days of 1TB hard drives. Maybe open the BPS file in something like Wordpad before lighting it, check a light entity and make sure that everything needed is still there.
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
Re: Light colour
Is there anything I have to use with lightBSP2, e.g. -coloured etc? Or should it work as is?
Re: Light colour
Should just work. I've double-checked the code and can confirm that there are no special options for it, that the keys are color or _color, and that it should autodetect the range (0..1 or 0..255) and calibrate itself.
Maybe try a 0..255 range on one light source in a test map just to ensure?
Maybe try a 0..255 range on one light source in a test map just to ensure?
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
-
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Light colour
May I suggest to create a simple test map, a box with a single colored light to check things ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC (LordHavoc)
Re: Light colour
Thanks both; I've tried a test map, both from within the mod directory and id1. I've tried _color and color, variants of up to 1.0 and 255, I've even tried colour instead of color, but no dice. Iv'e run a different test map with coloured lighting (not one made by me) and naturally DirectQ displays the coloured lights. Has anyone got a .map/.rmf with coloured lights I could look at?
Re: Light colour
is the generated .lit file written to the right place? is it written at all?
Re: Light colour
Oh Spike you bloomin' genius. The problem was that I copied the .bsp from one folder to the mod folder/maps within the batch file, all I had to do is copy the .lit file too and it works. Cheers muchly
Yes, I do feel foolish
Yes, I do feel foolish