dark models in 2.3.31


(pazur) #1

models are quite dark in 2.3.31. in 2.3.29 they were also that dark. i didnt look much at them, so i didn`t see that they became darker. in 2.3.25 they look ok. they have clipweapon around them and that are not modified md3 models from mapobjects(as far as i can see they have no shader for their .tga)

i made screenshots of a compile with 2.3.25 and 2.3.31

http://www.geocities.com/pazurmapping/test/


(ydnar) #2

Thanks for the screenshots. I’d heard a report from one or two users of this same bug, but hadn’t seen it myself.

I’ll look into it straight away.

y


(pazur) #3

thanks :smile:


(RabidCow) #4

I have been having the same trouble. The lightgrid seems affected by the q3map_sun, q3map_surfacelight, and entity sun, but other lights, standard entity and ambient/minlight don’t seem to do anything to player models and weapons. See ut_uptown in UT 2.6 as an example. There are some lit appartments and inside them everyone is pretty much black. Didn’t notice it till our release and now we are getting quite a few complaints about it. You can’t see the skins, to tell which team they are on.
BTW, thanks for all of your hard work Ydnar, we at Urban Terror appreciate it more than you can know :smile:. We are recompiling all of the maps, new and old, with q3map2…


(RabidCow) #5

Here’s a screenie, so you don’t have to go looking :smile:

http://64.180.91.203/uptown.jpg


(pazur) #6

eeek… ur models are not only dark but black :sad:


(ydnar) #7

I think you may be seeing two different things here.

Pazur: Are those tables/benches misc_models or game_models? Or rather, does the shader they use have rgbGen vertex or rgbGen lightingdiffuse?

RabidCow: The black lighting you’re seeing on the dynamic entities is because of small gaps between the structural brushes and detail brushes, causing the lighting to go wacko.

Certain older versions of Q3Map2 had buggy grid lighting code, leading to way-overbright lightgrid (dyanmic lighting on models).

Shader/entity lights do affect the lightgrid, it’s just that the sample point it’s using is embedded in a wall. Make sure brushes leave no gaps.

y


(pazur) #8

these are misc_models. i looked for a shader for the tga that is the texture of the model in the original shader files of wolf, but there is no shader. this is an original model from wolf and not “custom”


(Raven) #9

We have been having this problem as well Ydnar. All of ours are just misc_models.


(ydnar) #10

Egg on my face then.

Need to investigate, as this is decidedly not happening with my maps.

Are you using -rename by any chance?

y


(pazur) #11

ydnar, did u make any significant change to vertex light code from 29 to 31? the misc_models with no shader are vertex lit by default and i also get kind of wierd shadows on my vertex lit terrain(i got fogvars so i cant use lmt)

screenshots(vertex_lit_terrain_[version]):
http://www.geocities.com/pazurmapping/test/


(Raven) #12

Not using -rename. Version .29 is working fine for me as far as the models go, but .31 is not working for any of us. It may have been something James did, I am not sure.


(FSF-Moses) #13

I just compiled one of my current projects and my models aren’t dark… used the models that came with GtkRadiant and one custom… They showed up fine with 2.3.31

This is my batch-file:

“F:_Map CreationQuake IIIRadiantq3map.exe” -connect 127.0.0.1:39000 -meta -fs_basepath “F:_Map CreationQuake III” “F:_Map CreationQuake IIIbaseq3mapsmoses_ctf1a02.map”
“F:_Map CreationQuake IIIRadiantq3map.exe” -connect 127.0.0.1:39000 -vis -fs_basepath “F:_Map CreationQuake III” “F:_Map CreationQuake IIIbaseq3mapsmoses_ctf1a02.bsp”
“F:_Map CreationQuake IIIRadiantq3map.exe” -connect 127.0.0.1:39000 -light -fast -patchshadows -filter -super 2 -fs_basepath “F:_Map CreationQuake III” “F:_Map CreationQuake IIIbaseq3mapsmoses_ctf1a02.bsp”
“F:_Map CreationQuake IIIRadiantbspc.exe” -forcesidesvisible -optimize -grapplereach -bsp2aas “F:_Map CreationQuake IIIbaseq3mapsmoses_ctf1a02.bsp”

Not the most fanciest one but using it for test compiles…

Edit:

Oh, I’m using Hr.O’s Q3Map2Toolz


Moses
My humble page

<font size=-1>[ This Message was edited by: FSF-Moses on 2002-11-27 18:14 ]</font>


(Raven) #14

Here is an odd addition. Stu sent me word that all of his models are jet black with the .31 version, but if he regions a section of his level and compiles the models light correctly. I figured this might be useful info.


Ford ‘Raven’ Dye
Designer
Raven Software
raven11th@charter.net
fdye@ravensoft.com

<font size=-1>[ This Message was edited by: Raven on 2002-11-27 21:44 ]</font>


(ydnar) #15

I fixed that bug. It was a collision of an ealier optimization with a new optimization, using the same variable.

Whoops. :smile:


(pazur) #16

very good to hear :smile:


(KoS) #17

On 2002-11-28 01:23, ydnar wrote:
I fixed that bug. It was a collision of an ealier optimization with a new optimization, using the same variable.

I’m now on ver. 32 of latest Ydnar q3map2 but it seams I still have the same issue with dark or very dark ai models like in ver 31.

Is your fixing of this bug implemented in ver 32? Or it will come in next version.

<font size=-1>[ This Message was edited by: KoS on 2002-12-04 17:45 ]</font>


(ydnar) #18

Dark dynamic models or dark misc_models (static)?


(KoS) #19

I have discovered it only on SP Ai models like ai_soldier, ai_partisan and so on. Other static or dynamic models are OK.
But faces and entire models of ai soldiers are very dark.


(RabidCow) #20

I have had some success with version 2.3.32. In my map ut_twinlakesv2 I had the player models going completely black in shadow areas, under trees, outdoors. The map looked that way, during construction, before I added ambient light or _minlight. After the ambient and _minlight was done, to make the shadows less contrasty, the player models remained black, as though they were not affected by the increased light. That problem is now gone…but I added q3map_skylight to add more light to the shadows and decreased ambient. Ugh, I know, I screwed up the test by adding extra variables, but I have more. I am also relighting ut_rommel with version 2.3.32 and did some extensive tests, with and without ambient, _minlight, _mingridlight, entity sun, q3map_skylight, and q3map_sun. My results, so far, indicate that the static and dynamic models are generally lit correctly. In some areas though, this is not the case. In certain shadow areas, the dynamic models remain a little too bright, but my guess is that it is the expected inaccuracies that are probably dependant on the lightgrid scale. I have one more map to test, and that is ut_uptown, the one shown earlier in the thread. It is not my map, but I should be able to get it for the test. I will watch the thread, so if you don’t think it would be valuable, just let me know :smile:. You have definitely made some major improvements in 2.3.32, since your new code has made it possible to fix twinlakesv2 and everything looks very good, in terms of static and dynamic models in rommel. I thank you for your fantastic support of q3map2 :smile:. No one that is using q3map2 could expect better!
Cheers, RC