Q3Map 2.5.5-test-6 (lightstyles)


(hummer) #41

Mmm… this is hot!

/me touches ydnar’s ass and burns his finger…


(onu) #42

Quick feature request: Could you make a -fixmybatchfile switch for us morons?

"D:\Quake III Arena\Radiant\q3map_2_5_5\q3map2.exe" -fs_basepath "D:\Quake III Arena"
-fs_game "baseq3"
-scale 0.25
"D:\Quake III Arena\baseq3\maps\4xscale2.map"

(Asnagrim) #43

If vertexlighting is considered a cheat then you better go find the eswc organisers an tell them to disqualify everyone in the q3 duel competition!

It may be considered cheating in other games, but not q3.

I think what you really mean is that you hate people making your map look ugly by using vertex light or picmip 5.
In fact, all you are doing by not allowing people to use picmip 5 or vertexlighting on your map is ensuring that its never used by top players and making it unlikely that your map will ever become well known except in mapping circles.(which is fair enough if thats your only goal)
Personally i check my maps in picmip 5 and vertexlighting to make sure that visibility is good and there are no bugs with those settings.
Each to his own i guess, but its a little over the top to claim that all ppl using vertexlighting are cheaters. :disgust:


(Matt) #44

I don’t mean to crap on the thread, but vertexlight is also known as a shadow hack. If someone is hiding in a completely dark area of a map, say a basement, someone using the vertex lighting cheat can pop in, instantly spot him, and shoot. It is an advantage, and that is that. You’re saying all the top players in the world use high picmip values and vertexlight? Then maybe they aren’t the real top players. I’d like to see them play with shadows. I played ZeRo4 1v1 in 2000, he was sitting right behind me with picmip 10 and vertexlighting, and he had a GeForce2 GTS cruising along at 125FPS, while I was using defaults with 15FPS. I scored 4 kills on him before he finished me off. Yeah, a real professional guy.

Back to the original topic please.


(Asnagrim) #45

Its built into the game, its available to everyone who wants to use it by simply pulling down the console and it would be easy enough to fix if ID wanted to fix it. Using a model like the glowing bones with forcemodel on also gives you a visual advantage but im guessing thats not cheating because it doesnt uglify your map??
Thats all im going to say about it. People can decide for themselves.

back on topic…The new lightstyles stuff is cool…i’m messing with it on some torches in my current map. :smiley:


(Matt) #46

Your debate is invalid. R_shownormals, r_showtris, and r_nocurves were all completely useable commands in online games until 1.30 or 1.31. “But but but but but they were built in the game!”

Vertexlighting is in the game, if I’m correct, because it was their basis to work on and create content before they added all the lightmapping and shader subroutines to the code… Besides this, it was left in so old cards could run the game with more FPS. Right now, every single person on the planet who plays Quake 3 has at least a Voodoo3. They do not need vertex… People only use it today because they can see with more clarity, ie, removes all shadows so they can shadowhack it up.

BACK TO THE ORIGINAL TOPIC PLEASE.


(3tehakanyuksel) #47

Hi,
I am using the q3map_2.5.5-test-6.

when i compile the map, I get
“warning hit per-surface style limit(4)” warning.
And the areas lighted with lightemitting surfaces are fullbright.

How can i prevent this happen.


(3tehakanyuksel) #48

Hi,
I am using the q3map_2.5.5-test-6.

when i compile the map, I get
“warning hit per-surface style limit(4)” warning.
And the areas lighted with lightemitting surfaces are fullbright.

I dont use any styled light. I also tried this with 2.5.4 and it still happens.

How can i prevent this happen.


(Matt) #49

As ydnar said, you can only have 3 styles per surface meaning you’ve got too many light styles in those areas.


(3tehakanyuksel) #50

But i dont use any lightstyles. Also I deleted all the lightemitting surfaces and the error still continues.
I just have targetted(spot) lights.
This may cause the problem?

0 diffuse lights
0 suns


(U.S.S. Speed) #51

Damnly cool… On which stage we use that? -bsp? -vis? Or all 3 stage?


(3tehakanyuksel) #52

After 4-5 hours of trial and error process, I found that spot lights with wrong targetnames, and wrong target entities causes this problem. I dont know why but when I cleared all the targeted lights and replace them with correct targetted lights map was compiled without a problem.


(ydnar) #53

Spotlights should target info_null entities, not the other way around.

Lights with targetnames are assumed to be switchable, therefore auto-styled, lights.

This only works with JK2/SOF2.

y


(ydnar) #54

As for the vertexlight issue, I will add the necessary vertexremapshader keys to worldspawn to fix the holodeck issue with styled surfaces in vertexlight.

y


(U.S.S. Speed) #55

Have no idea how to make -scale switch to work.

I tryed every stage, or even making it a stage by itself, nothing. :disgust:


(ydnar) #56

-scale works at the top-level, just like -light, -vis, -info and -export do.

It operates on a final, working BSP.

You can resize any existing BSP with it.

y


(chavo_one) #57

That has frightening implications… :uhoh:


(Matt) #58

You know what would be interesting? A -noise option… So after you compile your BSP you can use this to randomize the geometry a bit, not adding more geometry but shaking up the existing brush/patchwork a bit… Like the map has been through an earthquake.


(U.S.S. Speed) #59

I smell leak coming… :smiley:


(LordDaimos) #60

Haha, that would be cool but it would also totally useless :).

/LordDaimos