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 Post subject: MAPPING: Lighting
PostPosted: 06.18.09 
quick overview over the three light sources:
http://www.gd-experience.eu/index.php?viewPost=63



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.18.09 
lightgrid?

Quote:
21:21.12 stvmcq```: a bit better defining of lightgrid? or of the lightgrid shader?
21:21.50 NulL``: its a 3d matrix of light intensity values
21:21.57 NulL``: like a lightmap but 3d
21:26.38 stvmcq```: lightgrid: defines the light intensity on every point of a compiled map, so the engine knows how bright to draw someting (i.e. player) that is a certain place?
21:30.05 NulL``: the lightgrid defn was ok


Quote:
21:32.23 stvmcq```: lightgrid shader does what?
21:32.24 NulL``: players and any other dynamic model it lit by the lightgrid
21:32.33 NulL``: lightgrid isnt a shader
21:33.29 NulL``: oh leave it alone
21:33.46 NulL``: its only useful for q3 space maps
21:34.06 stvmcq```: in which way?
21:34.32 NulL``: just ignore it
21:34.33 stvmcq```: (i will leave it alone, but i want to gain some knowledge on this mapping crap)
21:35.16 stvmcq```: hm, only stuff within it will be lit, rest stays dark?
21:35.51 NulL``: not dark, undefined
21:36.38 stvmcq```: undefined showas as 'not lighted' in the lightgrid?
21:37.39 stvmcq```: and if no lightgrid texture is used the complete lightgrid within a map will be calculated?
21:37.53 NulL``: yes
21:38.01 NulL``: just ignore it completely
21:38.05 stvmcq```: *lightgrid brush encircling an area
21:38.06 NulL``: you wont need it in urban terror



========> lightgrid size is a rectangular brush encircling the whole map (defined by q3map2 during compile) OR the brush textured with lightgrid that encircles a certain part of your map. everything else out of this brush will not be calculated.


Code:
SCDS_reyalP14th August 2003, 08:40
gridsize is the resolution of the light grid. The ligth grid is used to light moving models, mostly players. AFAIK, the lightgrid is always a rectangular block, defined by the extents of your level, or a brush with the lightgrid shader on it. There is a limit to the amount of light grid data that can be in a .bsp file (8MB if I remember right.) So if your map is too big, you need a lower resolution light grid. q3map2 should do this for you automatically, so there is actually no reason to set it.

_minvertexlight sets the minimum light value of a vertex lit surface. I assume _mingridlight does the same thing, but for the lightgrid. There is also _minlight, which sets the minimum value for lightmapped surfaces. This is sort of light ambient, but not quite.

--------------------------------------------------------------------------------

SoulRebel14th August 2003, 08:43
when i placed all single light entities i do not need this stuff, right?

--------------------------------------------------------------------------------

SCDS_reyalP14th August 2003, 08:51
when i placed all single light entities i do not need this stuff, right?
No, you don't need to use any of them. They are for fine tuning various aspects of your lighting.
 


^
haha, das war faktisch nich wirklich ne richtige antwort....

ansonsten wens interressiert:
- http://www.quake3world.com/forum/viewtopic.php?f=10&t=40598
- http://forum.esgnserver2.de/print.php?threadid=5038&page=1&sid=97c9a85a082dbd916ad103f8d7ccaf80



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.20.09 
spotlights dont give light backwards to the model/lamp...

Code:
Ok, when u connect the two entities you are forming a spotlight, so you have two options to light the model.

- use another light entity close to the model
- place a brush inside textured with a light shader.



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.22.09 
flickering lights? candles?

eh.....
Quote:
19:23.21 NulL``: oh btw, you shouldn't use lightstyles anymore, because they'll be broken in urt 4.2
19:23.32 stvmcq```: lol thx haha
19:23.39 NulL``: if your using the new renderer that is


in general, for q3 they will still work:
http://www.splashdamage.com/forums/showthread.php?t=8899

Code:
Light Styles, by UlT1MaT3


Thanks to UlT1MaT3 for the work put into this tutorial.


In this tutorial you will learn how to make fire like candles burn and give off light, a light to flicker, and to make a Strobe light!


Open your map you have already made if not make a room with four walls and a ground and roof. now first if you want to make fire flickering you must find a fire texture maybe your own.


Now you must select your light and press "n" and then in "key" style the style of appearance the light gives off. now in "value" 3 which is the candle! and now you will have a candle type light which should flicker like fire, and here is how to do the rest of these lights


"style" 0 Normal
"style" 1 FLICKER (first variety)
"style" 2 SLOW STRONG PULSE (BRIGHT)
"style" 3 Candle (first variety)
"style" 4 Fast Strobe (strobe Light)
"style" 5 Gentle Pulse 1
"style" 6 Flicker (second Variety)
"style" 7 CANDLE (second variety)
"style" 8 CANDLE (third variety)
"style" 9 SLOW STROBE (fourth variety)
"style" 10 FLUORESCENT FLICKER
"style" 11 SLOW PULSE NOT FADE TO BLACK
"style" 12 FAST PULSE
"style" 13 Test Blending


and to add colors to your light select your light and then press "k" which will if you want to flicker put "key" style "Value" 6 and then you should have your color value and say red then your red light will flicker!


Part 2


You want to beable to make your light position o­n a certain spot of your map, so first you must press "n" to open entities window and then find light and put in "key" target - the targetname of the info_null the light is pointing to "value" l1


and then find the section you want to add the light, so now select what else you want it and then press "n" o­n the section you want the light to shine o­n and then put in "key" targetname and in "value" l1 and then you


hope this helps!
 


Code:
when making the pk3file... dont forget the <mapname> folder from maps with the lm_ ... pics in it... as well as the q3map2_<mapname>.shader from the scripts folder. when changing the mapname afterwards, besides .bsp, levelshot, minimap, arenafile-name and the stuff inside the arenafile, you also have to rename the q3map2_<mapname>.shader shader, as well as ALL mapnames within it. can easily be a dozen entries.
every <old mapname> and old path has to be changed!



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.22.09 
light bleeds?

http://forums.urbanterror.net/index.php/topic,8940.0.html

- offsetting the floor on one side of the wall should do the trick.



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.22.09 
better lighting for plants:

http://forums.urbanterror.net/index.php/topic,16447.0.html



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.22.09 
lens flare effect:

http://forums.urbanterror.net/index.php/topic,9208.0.html



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.24.09 
blinking lights but no lightstyles?

Quote:
19:29.37 mcq```: -nocollapse
19:29.38 mcq```: Disables collapsing of identical lightmaps. This switch is required for Q3Map2 lightstyles
19:30.02 mcq```: wont change anything with 4.2 and them not working there anymore?
19:30.13 NulL`: dont use either
19:30.24 NulL`: no lightstyles or -nocollapse
19:30.37 mcq```: no workaround at all for lightstyle?
19:30.56 NulL`: didnt i answer that last night?
19:31.11 NulL`: i said none that i could think of
19:31.17 mcq```: not about possible workarounds
19:31.20 mcq```: ah oki
19:31.27 mcq```: dont forget to update ambush for 4.2 then ;))
19:31.28 NulL`: no nice robust way anyhow
19:31.37 NulL`: its not our map
19:31.53 NulL`: and theres no lightstyles unless im mistaken
19:31.57 mcq```: i.e. tell the person that made it then ^^
19:32.08 mcq```: i think there is a rflashing street light
19:32.15 NulL`: there is
19:32.28 mcq```: and in bomb there is a blue spawn in a box = stuck
19:32.43 NulL`: but its not a lightstyle
19:32.55 mcq```: what is it then?
19:33.00 NulL`: he just modulates the corona colour
19:33.12 mcq```: or shall i just decompile and learn by myself? ;>
19:33.33 NulL`: decompiling wont help you with that
19:33.45 mcq```: digging the shader then?
19:34.28 NulL`: yeah search through ambush.shader for "corona" or "rgbgen wave noise"



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 06.28.09 
Quote:
SoD, you need to map at r_gamma 1, your map doesnt look anything like those screenshots, its really dark.

I think you should change q3map_sun to q3map_sunEXT to smooth out some of those shadow edges as well.



 


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 Post subject: Re: MAPPING: Lighting
PostPosted: 09.20.09 
AMPEL!

http://forums.urbanterror.net/index.php/topic,19076.0.html



 


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