[MAP]Outer_Space


(dwe_flame) #61

with “lines” i mean the place where th slope changes from one brush into the other, like in the terrain. =)


(dwe_flame) #62

i understand that the whole posts may get a bit confusing now so let me explain 1 more time so maybe someone can understand what the problem is and help me fix it.

i have the hull of that mothership, and made it out of a texture that had NO shader at first.
at that point it looked like this:

but than i wanted to get rid of those “lines” where the angle of the surface changes, just to make it feel more smooth.
so i added this code



textures/outer_space/hull
{
  q3map_nonplanar
  q3map_shadeAngle 80
  qer_editorimage textures/outer_space/hull.jpg
  {
  map $lightmap
  rgbGen identity
  }
  {
  map textures/outer_space/hull.jpg
  blendFunc filter
  }
}


and than it looked like this:

so you might think, yea that looks great. and well yes it does.
but i get the error like this now with the lights:

so who knows how to get rid of this again ?


(BackSnip3) #63

You’d better try using a lower angle like 50 or 45,it may fix the problem,or maybe subdividing your brushes may fix this?


(dwe_flame) #64

lets hope i dont need to recompile every time i change that :frowning:

EDIT
darn, have to compile it every time all over to check if its fixed xD

i should test it in a smaller version i guess :stuck_out_tongue:


(UJERebel) #65

Extract a bit out of the map with the problem, and make a new map with that part, just recompile that part, its much faster!


(BackSnip3) #66

I’m sorry but I think so,you’ll probably need to recompile.Also, 1 hour is long no?Your map is that much big or?Maybe you have too much structural or you are lacking hint brushes?Or having low spec comp?:frowning:

Nice idea! :smiley:


(dwe_flame) #67

i have a pretty high spec computer :stuck_out_tongue:
all hint brushes are set up correct,
and all structural vs detail is pretty much set up correct as far as i know of :smiley:

but its a pretty big map :slight_smile: and the gridsize and stuff is all at the default values


(UJERebel) #68

[QUOTE=BackSnip3;225693]
Nice idea! :D[/QUOTE]

Thx :wink:

I think you need to recompile too… srry


(dwe_flame) #69

tried splitting them horizontal + vertical
tried changing that angle from 80 to 45.
all not working =(


(ailmanki) #70

can you post a wireframe view of this?

probably easiest would be to make the brush thicker or move the light.


(dwe_flame) #71

here is with show trits 1
or you need the show trits 2 setting ?

NOTE: although this was made on a version where i had no shader at all for that specific texture


(dwe_flame) #72

and here 1 more on a version where the problem accures.
here i already tryed splitting the brush horizontal and vertical


(BackSnip3) #73

I already saw that kind of bugs,but only pitch black places on a terrain…
This is very strange.Maybe paint the lightmaps to fix it after compile? lol
Seriously I don’t know but that may be something wrong between those 2 commands.You may also have small spaces between those brushes so the smoothing end up there and you get weird things…I really don’t know what’s happening…:confused::rolleyes:


(ailmanki) #74

well tris 2 setting, or from radiant… so that we can see the inside as wireframe
edit: probably the wall is not thick enough… as BackSnip3 posted already


(Wezelkrozum) #75

[QUOTE=BackSnip3;225714]I already saw that kind of bugs,but only pitch black places on a terrain…
This is very strange.Maybe paint the lightmaps to fix it after compile? lol
Seriously I don’t know but that may be something wrong between those 2 commands.You may also have small spaces between those brushes so the smoothing end up there and you get weird things…I really don’t know what’s happening…:confused::rolleyes:[/QUOTE]

It’s probably because you used phong shaders. Just guessing.:rolleyes: Otherwise it’s the same problem I had on Cathare. At the sides of al my floors in the building the sun came through and made the floor light. While there shouldn’t be any lightemitting at all.

I couldn’t solve it, so I fixed the lightmap at the final compile manually. (Good for me I had compiled 2 lightmaps of 2048 x 2048 in stead of 32 lightmaps with 256 x 256.:D)


(dwe_flame) #76

[QUOTE=ailmanki;225719]well tris 2 setting, or from radiant… so that we can see the inside as wireframe
edit: probably the wall is not thick enough… as BackSnip3 posted already[/QUOTE]

thikness is 1 tile in grid 5 in radiant. should always be enough as far as i know.

btw, how i turn the wireframe in gkt on ?


(Wezelkrozum) #77

[QUOTE=dwe_flame;225762]thikness is 1 tile in grid 5 in radiant. should always be enough as far as i know.

btw, how i turn the wireframe in gkt on ?[/QUOTE]

In gtk you can do that by selecting everything.
In w:et you need r_showtris 2.


(dwe_flame) #78

i will post a screen of that as soon as i fond the time to do so.

in the end, a solution could be to cut up the areas that co wrong now and at those cections apply the texture without the shader info.
all the other parts that had no problems, i than give the shaded texture.

but its just a solution in case all other fails =(


(UJERebel) #79

Maybe as last solution, just add another brush inside the other brush, and hope this first brush will sdtop the light.


(dwe_flame) #80

here it is ailmanki.
is this what you wanted ?