light troubles


(Hr.O) #1

test of q3map1.2.4-y5 vs q3map2.3.32 regarding shadow calculation
-ver2-3-32.jpg screenshot of jumppad compiled with q3map_2.3.32
-ver1.2.4-y5.jpg screenshot of jumppad compiled with q3map_1.2.4-y5
-2.3.32troubles.txt this document
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compile lines:
“C:GamesQuake IIIq3mapq3map.exe” “C:GamesQuake IIIbaseq3mapshrodm0y.map”
“C:GamesQuake IIIq3mapq3map.exe” -vis “C:GamesQuake IIIbaseq3mapshrodm0y.bsp”
“C:GamesQuake IIIq3mapq3map.exe” -light -extra -patchshadows “C:GamesQuake IIIbaseq3mapshrodm0y.bsp”

(Didn’t use -fast because it makes this map way too dark in places and i’m not in the mood
to redo the lighting of the complete map.
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observation:
the shadow on that wall looks very dark compared to the curve next to it. Why, or
rather more important, what to do against it
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version compiled with 1.2.4-y5
version compiled with 2.3.32
forgot to resize the pictures, hence a link

Hr.O
damn this forum is removing all backslashes when editing a post :sad:

<font size=-1>[ This Message was edited by: Hr.O on 2002-12-10 15:59 ]</font>


(pazur) #2

thats interesting i got also such a place in my map. is it a patch aligned to an usual brush?


(Jeppa) #3

I have the same effect in some places here… patches at normal brushes here,too


(ydnar) #4

Are there any clip brushes on top of all that?

y


(Hr.O) #5

No clip-brushes at all near there. Funny thing is, if i put a small light ent round that place, it hardly brightens that brushface.

here’s a zip with mapfile and the two compiles: http://old.fileplanet.com/dl/dl.asp?/planetquake/hro/hrodm0x.zip

Hr.O
ps. mind the sloppy brushwork :smile:


(Hr.O) #6

bump/anyone/help?


(Grand Nagus) #7

Hey, Hr.O.

I tried checking out your map but, as I map for Elite Force, my version of Radiant wouldn’t let me do much… It kept crashing to the desktop.

But I was able to open parts of your map and look for problems but found none (dunno if that’s good or bad news). Huh… I mainly looked for overlapping brushes, 'cause I had that EXACT same problem on an older map of mine. The problem was caused by a brush that was duplicated but then left in place. It was kinda strange, as it didn’t z-fight like you’d think it would.

But here’s what I’d try:

  1. You probably already did this, but recreate that brush (don’t simply copy and paste, or you’ll retain the undesireable attributes of that ‘confused’ brush) and try to recompile.
  2. Recreate the problem brush face on one side of a ‘common/nodraw’ brush, then turn the existing structural brush face into ‘common/caulk’. Move the ‘nodraw’ brush to occupy the same, uh, ‘face space’ as the now-caulk structural brush face. Recompile and see what happens.
  3. Stretch that ‘dark’ brush toward the inside of the curve by 1 unit and recompile your map. I know, you’ll see it stick out when the map’s played, but this is only so you can see if you still get that lighting error when this brush face is at a different grid location. If you don’t get the lighting error, go ahead and redo that side of your curve (scale in the mesh and such) so everything’s flush with your ‘dark’ brush’s new location. One grid space shouldn’t be that noticeable to players when in a heated deathmatch… Recompile your map, and curse profusely if it doesn’t work.
  4. Copy your map and then paste it into a new blank map. Recompile and see what happens. If it doesn’t work, drink about 4 liters of Mountain Dew and scream obscenities until the neighbors call the police (hey, it works for me).
  5. Make a backup of your map. Change your visible map grid spacing to 1 (just hit ‘1’ on the keyboard and the squares get small… but you knew that! ). Select all brushes, and then push ‘CTRL+G’ (snap to grid). This may screw up parts of your map by creating hard-to-find leaks, so make sure you’re working on a backup of your map and not the original! Also, I can’t recall if your version of Radiant will do a ‘snap to grid’ function on meshes (I know mine won’t), so if Radiant crashes to the desktop try again except select only BRUSHES and not entities or meshes.

Sorry I sound so ‘elementary’ in parts of my post, but a LOT of times ‘I know how to do it’ but ‘I don’t know what it’s called’, if you know what I mean. I wish I had a more clear-cut answer, but I don’t really know why the lighting doesn’t work in that one part of your map. ydnar knows his stuff, so I’m sure he’ll figure something out and post his findings. But I hope my post helps you a little; good luck!


(Plan B) #8

You could try:

Caulk brush face
Insert 2 columns into the patch
Stretch patch over caulked brush face


(Old_Fellow) #9

Here what I obtained, without anything to modify with the geometry or textures, with these compilation options:

BSP -meta -patchmeta -v
VIS -saveprt -v
LIGHT -fast -patchshadows -v

Q3map2 v 2.3.33

Unfortunately, when I use -patchmeta, I always obtain strange results on the round things:

I do not know if it is due to a bad choice of my compilation options or if it is due to q3map2.
Ydnar, what do you think about it?


(Hr.O) #10

Thanks for the info guys, think i’ll go for the extra patch in there since patchmeta doesn’t seem to be to good a solution :confused:

Hr.O


(Hr.O) #11

Gawd do i feel st00pid, never looked at the damn sky-shader. Found out that the sun was a tiny bit too bright and so messed up the shadows…
/me rejoins the n00bie mapsoring course

Hr.O