Q3Map 2.5.5-test-6 (lightstyles)


(Matt) #61

Nah, not totally useless.

There could be a noise 1 variable for groups, etc. Maybe a bloat command that wouldn’t make everything ‘noisy’ but it’d be like fatboy mode in UT2003 where the body gets fat, etc.

I dunno, seems as logical as scale.


(onu) #62

In order to achieve what you’re suggesting, most planar surfaces would become non-planar. This is not a good thing…


(U.S.S. Speed) #63

True.

Ydnar, I have not been able to make the -scale thing to work, and beside that, while trying, it destroyed one of my .bsp…

The original .bsp was 6Mb, and after the -scale, it’s now 4Kb. :smiley: :banana:


(MMFSdjw) #64

where exactly in the command line does -scale go?


(onu) #65

So, ydnar, when I compile with the dynamic lights everything works and looks fine in the map. However the compiler complains about missing shaders…

Subsampling...sorting...allocating...storing...projecting...
WARNING: Couldn't find image for shader tech_demo_01/40A1C755F4D1CEA72BE413575068CC75
WARNING: Couldn't find image for shader tech_demo_01/D6285682D56624A370DDF3EE7D9E1624
WARNING: Couldn't find image for shader tech_demo_01/25E486949B9BBDF3D4A41274B2317E00
WARNING: Couldn't find image for shader tech_demo_01/BE324179459C9A35D80EBA0B4F3327E6
WARNING: Couldn't find image for shader tech_demo_01/6066504E3500BE953BF2ACA3319E00DB
WARNING: Couldn't find image for shader tech_demo_01/DD468939DE369DEE83A4890DE1E11B20
WARNING: Couldn't find image for shader tech_demo_01/54687148DE4C3EF435D38DC76ED8B1D9
WARNING: Couldn't find image for shader tech_demo_01/2D19D9BC8EC86C9A5586C8FD9681F87D
WARNING: Couldn't find image for shader tech_demo_01/061BD1A23031A2C3E16D505B3A2C7DFF
WARNING: Couldn't find image for shader tech_demo_01/927954A8EA78290BD424E6E043D107E9
WARNING: Couldn't find image for shader tech_demo_01/ABB956EEDE06F0989541E95ECD67A1B0
WARNING: Couldn't find image for shader tech_demo_01/A129799EA9F13C87A926F38D24626110
WARNING: Couldn't find image for shader tech_demo_01/2FCF5A28B2FC1AE7833DA4F5DBDCF836
WARNING: Couldn't find image for shader tech_demo_01/559A4E54C9BB03A18183452A763B5DE0
WARNING: Couldn't find image for shader tech_demo_01/764765606EB04626126B3757C9D8AAE3
done.

However I noticed your demo map included two shader files, one of which includes extra lightmap information which appears to be what my compiler is complaining about not having. For example:

slstyle/F3CBA708022FF6F1A0684E525AE42833
{ // Q3Map2 defaulted
	{
		map $lightmap
		rgbGen identity
	}
	
	// Q3Map2 custom lightstyle stage(s)
	{
		map *lightmap5
		blendFunc GL_SRC_ALPHA GL_ONE
		rgbGen wave noise 0.5 1 0 5.37 // style 1
		alphaGen wave sin .5 .3 .25 1.5 // style 1
		tcGen lightmap
	}

	{
		map textures/slstyle/cement-tiled.tga
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen identity
	}
}

Is there a way for me to coax q3map2 into producing the same file? Are there any consequences to not doing so (as I said the map looks and works as expected)? Would you reccomend including such a file with final compiles, or is it safe to distribute without them?


(ydnar) #66

You can safely ignore the warnings from generated shaders. It’s a side-effect of having a shaderInfo_t produced for the shader before its proper creation.

y


(onu) #67

Thanks for letting me know. It’s one of those things that just bugs you forever if you don’t find out the answer…


(Matt) #68

What about when it says “BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS BOGUS”

??? Is that good, bad, or normal?


(DickDastardly) #69

Great feature Ydnar, nice 1 m8. One quick question, though: Is it possible to have a light that bobs up and down rather than just flickering? (so that, for example, you could have a func_bobbing helicopter with a searchlight, and have the area of ground lit by the searchlight change accordingly)
Cheers,
DD


(onu) #70

Not with this system. There’s options but they’re intensive.

For one thing you could use up to three style lights, effeciently timed on sine waves, to make it appear to move about, but the effective space this would cover while looking good is rather small.

Another thing you could try is making some custom textures that move a bright round-radial-gradient around the surface. Movement would be smoother, it would look about the same, however thanks to texture limits your effective area is once again rather small.

I’ve been meaning to look into texture projections for the sake of moving shadows and spotlights around a room. I could either project a texture in the same manner that player shadows and bullet marks are projected onto a surface, or I could modify the vertex coordinates so that the texture is drawn a mere .125 units above the ground surface.

I don’t know, to be honest I haven’t had a need to do any of this yet, so it’s hard to say.

I can say this, however. Unless actual texture projection done by the engine (and not GTKRadient/shader trickery) works flawlessly(in relation to the subject at hand), you’re going to want to keep some extremely simple geometry wherever this helicopter searchlight is supposed to appear.


(Matt) #71

Yo I was thinking, since the lightstyles are a shader trick, would it be possible for moving lights, like put a light on a path? (Imagine a spotlight moving from left to right, and shining on the ground… Like when prisoners are escaping.)


(onu) #72

points up


(Grand Nagus) #73

This is my ‘scale the BSP’ batch file, and it doens’t work. I’m using q3map2 version 2.5.4. How do I need to change it to make it scale bsp files?

"E:\Applications\Games\Raven\STVEF\Tools\NewCompiler\q3map_2540\q3map2.exe" -fs_basepath "E:\Applications\Games\Raven\STVEF" -game ef -scale 1.5 %1

It’s supposed to work by dragging a bsp on top of the ‘scale.bat’ icon on the desktop, where it’s compiled and the resulting file is dropped into the same folder where the original came from. This method works for all of my other compiler batch files, so I know it shouldn’t have anything to do with this type of batch file. But if I use this bat file on a bsp named ‘file.bsp’, I get the warnings ‘unknown option “-scale”’ and ‘unknown option “1.5”’, and the file ‘file.srf’ is created.

Any ideas? Or, as they like to say in Missouri, any ideals? (ugh)

Thanks in advance for the help!

EDIT: Oh, this is for the game Elite Force, and I just tested it with v.2.5.5b and it also doesn’t work with this batch file.


(onu) #74

Get the latest build, test 10, and your batch file should work.


(Grand Nagus) #75

Yup, that did it. Build 10… I just downloaded the one at the start of this thread (build 6) and couldn’t understand why it didn’t work. Thanks, onu! Now I can quit banging my head against the monitor.


(Fracman) #76

Sorry if i’m warming this up again, but I still can’t get it to work:

Switching a (constant or styled) light emitting texture on and off in game (JA).

First I tried targetShaderName and targetShaderNewName, but it didn’t work.

Then I tried to follow the example above in this thread, and used a trigger that is connected to a func_useable brush.
The texture itself appears and disappears as expected, but the lightmap is always the same (static on or of any lightstyle, depending on my try & errors).

Are the 13 lightstyles fix or could I invent some other?
I tried a rgbGen wave square 1 0 0 1 (should give infinite on) as _style1rgbGen in the worldspan, but the result was just the default flickering lightstyle 1 all the time.
And using e.g. _style20rgbGen only brought a constantly lighting regardless of the switch.
I’m not using _style1alphaGen. But yes, I used -light -nocollapse.

Somewhere it was written that all affected shaders must have the q3map_styleMark. Would this also include the (originary shaderless and non lighting) walls?

My shaders:


textures/mtest/red_off
{
	qer_editorimage	textures/mtest/red
	{
		map $lightmap
	}
	{
		map textures/mtest/red
		blendFunc GL_DST_COLOR GL_ZERO
	}
}

textures/mtest/red
{
	q3map_lightimage	textures/mtest/red
	qer_editorimage	textures/mtest/red
	q3map_surfacelight	2500
	q3map_lightStyle 1
	{
		map $lightmap
		rgbGen identity
	}
	q3map_styleMarker
	{
		map textures/mtest/red
		blendFunc GL_ONE GL_ZERO
		rgbGen identity
	}
}

I tried with and without the line “rgbGen identity”, same poor results.

In the map in question (Talay - After the Massacre) we have lots of self emitting textured models instead of light entities to give a more realistic lighting.
There is a major power failure when the player character arrives at the site, therefore most things are dark and don’t work.
The player has to enable the power first and then all items that are not broken should work again and light the level.
Think of a kind of major power switch that restores energy supply to everything at once.

So… what am I doing wrong? :frowning: :weird:
It would bekind if someone could finally resolve this mystery and please not by giving puzzle answers - or simply tell it simply doesn’t work.

Interesting is that neither in JA nor in Wolf.ET shaders I could find those keywords like q3map_lightStyle and q3map_styleMark… just as if these wouldn’t exist.

And the ShaderLab demo map_slstyle.pk3 doesn’t contain the originally used shaders, only the output shaders of Q3Map2 :expressionless:

Are there any lightstyle demo maps, shaders, etc. outside?
Come on, there have been lot of discussion on this, some say it works, but where is the proof?


(ydnar) #77

Jedi Knight, SOF2, and Jedi Academy have native lightstyle support. Q3Map2 doesn’t generate any extra shaders for these games.

To make a switchable light in JA, just target it.

y


(ratty redemption) #78

ydnar, wouldn`t that mean Fracman has to use light ents and not light emiting shaders?

I can see how this would be very frustrating and it is a shame if what hes asking isnt possible… sorry I can`t help myself, but if someone finds a way to do this, please post back here.


(ydnar) #79

Ah, yeah, that’s not possible. You can only have switchable entity lights.

y


(ratty redemption) #80

so I guess a possible way to emulate this, would be to have triggered or scripted brushes with non light emitting shaders, and have the same triggering target light ents to toggle on or off?

the glow, radiated light may not be as good as a shaders surface light, but it could still be a better effect then a static or styled light, yes?