_deviance and _samples for light entitys


(gynec) #1

Well i want use the new _deviance and _samples keys for light entitys (indoor).
But when i add them to a light i notice no difference in the shadows (q3map2 2.5.8 and SoF2).

btw
is this shader correct?
It is bright i know:

[b]textures/skies/hk1
{
qer_editorimage textures/tools/editor_images/qer_sky

q3map_sunExt 0.95 0.99 1.0 120 60 30 2 16

q3map_lightmapFilterRadius 0 20
q3map_skyLight 100 3

surfaceparm sky
surfaceparm noimpact
surfaceparm nomarks
notc
q3map_nolightmap
skyParms textures/skies/hk1 512 -
}[/b]

and is the q3map_skyLight important? Is it only the surfacelight of the skybox itself?


(gynec) #2

another question.
i got a ‘bogus’ in my junk.txt
in the raven forum ydnar told me that…

the reason you’re getting the BOGUS warnings is because of the degenerate patch meshes

Can this bogus cause other errors in my map? A model has got another angle as in editor. The lift sometimes operates, sometimes not. A trigger_hurt doesnt work though i tried it in a region compile.
etc etc…

And my last question :blah:
In a raven map file i saw that they used big hint blocks (which seem to create the portals) instead of thin hint brushes. I know ydnar is working on auto hinting. But can is use this method?


(narc) #3

definitely do not edit any original shaders! restore your original shaders :eek:

to edit original shaders what you can do is to make a copy of it, make a new name for it, and put it into a whole new file.

so instead of
textures/skies/hk1 (in skies.shader)

you make a whole new one
textures/gynec/newsky (in gynec.shader)

that way you didnt mess up anyone elses map when you altered the original shader.


(gynec) #4

yes but whats with my problems? :blah:
where is ydnar our :chef: ?


(narc) #5

i think the reason your sky wasnt working was because when you compiled it used the original unmodified shader found within the pk3 instead of the one you edited in the base directory.

post your compile log, what kind of errors did you get?


(gynec) #6

no thats not what i need
i want use _deviance and _samples for light entities and cant recognise a difference
and
if q3map_skyLight is important
and
if bogus causes logic errors in my map
and
if i can use hint blocks instead of thin brushes to create portals


(ydnar) #7

Using _deviance and _samples on light entities will only be visible if you can see the shadows. Post a sample light’s key/value pairs so we can verify they’re correctness.

q3map_skyLight is important. It’s used instead of q3map_surfacelight on sky shaders for more uniform sky illumination.

The BOGUS warnings have been documented in this forum a number of times, use the search function. Hint: look for degenerate patch meshes (points and lines).

Hint brushes should be in blocks, never thin brushes.

y


(gynec) #8

ahhhhhh
nice
big thx :clap:

my light entity:
classname light
origin 0 0 256
light 120
_deviance 2
_samples 16

at last
it seems i got a bad hint portal in my map. i can see the portal but from a special position it disappears. how to eliminate this one? (im mapping for SoF2!)


(ydnar) #9

Increase the deviance. On entity lights it’s world units. Try a value of 16 or 32.

y


(gynec) #10

looks fine :smiley: