2.5.2 Area-Portals und Light-Problem in JediKnight2


(Darth Arth) #1

Hi!

I have a Problem with lights and Q3map2 2.5.2. Some of the lights will not be calculated. Also i have a Problem, when i stay in place, where Area-Potal is enabled, i can see through other doors. See the screenshots.

Any Idea how to solve this problem ? :confused:

The same Map compiled with 2.3.25 has no bugs :frowning:


(ydnar) #2

Put ā€œhintā€ on all sides of your areaportal brush except for one face, which will be the actual areaportal.

As for the lighting bug, that’s really quite odd. Are those lights entities or shader lights?

y


(Old_Fellow) #3

You mean ā€œskipā€?


(Darth Arth) #4

do you mean ā€œHINTā€-Brushes ?

These are normal light-entities above ā€œsimple-patchā€-flare. I will make you some editor screenshots…

Edit:

here the editor-screenshot:


(ydnar) #5

Make sure the shader being used by the flare has the following:

surfaceparm trans
deformVertexes autosprite

As well as the shader it belongs in being listed in shaderlist.txt.

As for hint/skip, either shader will do. The important thing is to use a translucent but structural shader so a BSP split is forced at the areaportal face, generating a vis portal that can be tagged ā€œareaportal.ā€

y


(Darth Arth) #6

the shader looks so:

textures/kod_bespin/flare_blue
{
qer_editorimage textures/kod_bespin/flare_blue
surfaceparm nonsolid
surfaceparm trans
q3map_nolightmap
cull disable
deformvertexes autoSprite
{
map textures/kod_bespin/flare_blue
blendFunc GL_ONE GL_ONE
}
}

… and IT IS listed in the ā€œshaderlist.txtā€, i’m not a NOOB. it could not be the couse of this problem. And with the older Version of q3map2 it works properly. So i think, it is a bug in the new version.

About the Hint-Portals… why did it works right in the older version ? I have not done any changes to the map file ?

I can compile the map with 2.3.32 without bugs, but NOT with 2.5.2 !


(ydnar) #7

Before something can be classified as a bug, warranting my attention, I have to rule out the possibility of user error. Everyone makes errors sometimes, including you. Nobody suggested you were a newbie, so have a little patience.

Anyways, try removing the autosprites and recompile. If the shadows disappear, that’s where the problem lies–and may, in fact be a bug.

y


(Darth Arth) #8

take it easy, i didnt want to bother you. Sorry for this if I did, but i have to release this damn map :frowning:

Did you mean, i should remove the Patches or only the ā€œautospriteā€-Option from the shader ?


(ydnar) #9

Delete the patches from the map.

Also, check your clip brushes on the poles. Make sure they have surfaceparm trans on the clip shader.

You should also check the shader on the misc_model, to see if the blue glass top part is also trans.

y


(Darth Arth) #10

Ok, I did delete the patches. The Clip-shader has trans-option. The Lamp-Model has no shader, it is original by Raven/lucasarts.

I don’t understand, why the shadows are different ? All the lights are in exactly the same Position above the lamp model. It’s a real mystery :frowning:

It still looks like this:


(ydnar) #11

OK. That is quite odd.

Could you try deleting the clip brushes around the lamps and recompiling, and then try deleting the lamp models themselves and see if it still happens?

y


(Darth Arth) #12

hmmm…

delete of Clip brushes, no changes…

delete of models, looks good:

:eek:

I think, the cause of the problem lies in the position of these lights. Tomorrow i will try to put the lights a little higher above the lamps…

now i go to bed …

:smiley:


(Darth Arth) #13

Ok, i have moved the lights a few units higher above the lamp. Now it works fine. It seems you have changed something about light-entity.

:smiley:

Now, i have to correct all the lights in the whole map :frowning:


(ydnar) #14

To recap:

  • Removing the models solves the problem.
  • Moving the lights further from the models solves the problem.

Therefore the models have nothing to with the problem, and it lies entirely with the position of the lights.

Sometimes I wonder why I even bother.


(Darth Arth) #15

… but the original Map works fine with q3map2 3.2.x and with sof2map. Only with the new version, there are these light-problems …

P.S. I have installed the new Version of GTKradiant and it does not work.
when I start the editor, a Commad-box apears, with following error:
invalid cast from (NULL) pointer to `GtkWidget’

It seems to be a bad day :frowning:


(wudan) #16

So, we should make sure the ā€˜tips’ of our lights don’t touch models to ensure proper lighting?

Don’t say that - you’re scaring me! Think of all the hero worship – the hero worship!!


(ydnar) #17

I was being sarcastic, poking fun at Darth’s flawed logic.

The absence of or distance from the models solves the problem, so therefore the problem is related to the models. Not the position of the lights. Is that clearer? :slight_smile:

y


(Darth Arth) #18

Hey!, it may be my bad english, but i didn’t never say, that the cause of the problem lies in the light absolute position. What i said was, that i have to correct all the lights above this damn lamps …

so…, what is about my logic ?

What i wanted also to say was, that you have changed something to the properites of the light-entity. Like size, position-calculation or radius. Because, the same position-combination between Lamp-Model + Light ,works fine with all older versions of q3map2 and sof2map.
So, i don’t think it was really MY fault…

:bash:


(ydnar) #19

:banghead:


(Darth Arth) #20

OUCH!

OK, ok, IT WAS MY FAULT and you are the master :smiley:

P.S. THX for light-styles in the new version :smiley: