LIGHTS PROBLEM!!


(glarina) #1

Aargh. My map is full-bright… I tried to change the settings in worldspawn but they didn’t work at all. I want my map to be dark with shadows! How do I turn off the lights!? :banghead: :banghead: :banghead:

If I have to do something with worlspawn tell me the keys and values plz…

Look at the pic. The map is fugly with the brightness, not shadows at all

:bash:


(Loffy) #2

Hi glarina!

I would guess that the map has only been compiled for bsp and not for the last pahse (light phase). But I do not know.

Is the map playable at all (can you open it and run around inside it)?

Of course your cool maps needs some shadows and light.

How do you compile? From within radiant? or do you use a batchfile (I do) or a standalone application?
When you compile, what settings do you use? If you do not know, just describe the process when you compile.
And when you compile, what files do you get? Do you get bsp, lightmaps (tga files)?
During the process, do you see any warning-messages?
//Loffy


(]UBC[ McNite) #3

The only key for setting light in the worldspawn is ambient. So maybe check how high that is, and set it down to 12 for a start.

For proper compiling: I posted the link to q3map2build and a good tutorial on it in the sticky “mapping resources”. Also search for posts by me in the forum, I did post on good standard compile settings somewhere.

And for the rest: as you can see from Loffy’s post: we do need more and very detailed information on what you did when things went wrong, and what you already tried to fix it, so we can give detailed help.


(Shaderman) #4

That’s not correct.

There’s a minlight key that is comparable to ambient but gives much better light IMO (not to forget mingridlight and minvertexlight) :slight_smile:


(WeeBull) #5

Isn’t it _minlight?


(Shaderman) #6

WeeBull is right :banghead: All those keys I named above start with an underscore.


(]UBC[ McNite) #7

Ok there s _minlight too. Only it didn’t treally have much effect when I was experimenting with it. Ambient did the job best, plus you can define a _color for the ambient, which means you can give your map a certain base color in the lighting which is good for atmospheric maps (if you know how to use it well of course).


(kamikazee) #8

[quote=]UBC[ McNite]Ambient did the job best, plus you can define a _color for the ambient, which means you can give your map a certain base color in the lighting which is good for atmospheric maps (if you know how to use it well of course).[/quote]You sure do, but I would apply bold and underline to that phrase. :wink:


(Shaderman) #9

ambient and _color (or _minlight) affect the whole map whereas the ambient + _color pair colors the inside of buildings, too. If you want a more realistic atmospheric lighting in a map (no color inside your buildings), you could use q3map_sunExt with the appropriate color values in your sky shader combined with minlight.


(]UBC[ McNite) #10

See i m not talking about ambient 30 and color 1 0 0. I m talking about the subtle use of ambient, which means 8-16 depending on your compile settings. Ambient is a perfect tool to get a basic lighting into the map to prevent pitch black areas, and having to put tons of light entities everywhere to avoid unrealistic and/or ugly looking dark corners/shadow effects between the lights.
And just using the color in the skyshader sun won’t help with the corners where the sun doesn’t shine right?


(sparky) #11

r_overbrightbits 0
?


(obsidian) #12

-gamma and -compensate