Skyportal repeats Map in Rtcw


(system) #1

Hi i’ve got problems running the skyportal in Wolf.
Infos: Using Q3map 2.3.33 with Rtcw 1.41

Compiled with:
-patchmeta -v -meta -game wolf
-vis -fast -v -game wolf
-light -fast -fastgrid -patchshadows -v -game wolf

Problem:
The Skyportal doesn’t only show the stuff inside the littel Skyportal-World, it draws the whole map, too. So if i look at the sky i see the whole map again.
The map has no leaks and i have not set up hints at this moment. With old Q3map it worked fine, but i donn’t want to use it anymore. :wink:
Here are some shots. One with showtris. Yoe can see the repeading things in the upper half of the pic. There is a mountain that were in the skyportal, too.
The other shot shows the same without the tris on. You can see a teee-model in the upper left that is only present in the map.

Shots.

PS: The map looks ugly, because i just started it yesterday. So don’t mind :wink:


http://www.fieslings-place.de .:The Place to be:. :wink:

<font size=-1>[ This Message was edited by: Fiesling on 2002-12-11 01:27 ]</font>


(omnix32) #2
   Ok, the props sky_portal should be above your map and off to the side. Also you should run vis on normal and not fast. q3map2 should compile alot faster than your use to. Make use of caulk hull and detail brushes to also help speed compile.
 I would also check your map entities under edit to see if you have a duplicate skyprotal or anything that targets it. Probley not but just make sure.

light: -fast -patchshadows -super 2
vis: normal/ saveprt
bsp: -meta

try that to start with.

<font size=-1>[ This Message was edited by: omnix32 on 2002-12-11 06:01 ]</font>


(Zer0_L0giC) #3

Hmm, I just recompiled a map I made w/ a portal sky, and it works just fine. I think you might’ve set something up wrong or something.


(system) #4

Finally i managed to eliminate the problem with a full -vis compile. Thx guys. :smile:
Here’s a non-ugly screenshot if someone wants to see…
http://fieslings-place.rtcw-liga.de/preview/preview.jpg
Ok still blurry shadow, but the map is not finished yet. Allies will be able to drive with a truck in front of the base, thats why there is so much space on the ground.


http://www.fieslings-place.de .:The Place to be:. :wink:

<font size=-1>[ This Message was edited by: Fiesling on 2002-12-11 13:53 ]</font>


(omnix32) #5
    Ok, want defined shadows make whatever is going to recieve the shadow be it terrain or bursh a func_group. Terrain should already be a func_group. for the values add this

_lightmapscale
0.25
I put just .2 and it seems to work also. someone may correct me on this.
fun mapping.


(demoneye) #6

_ligtmapscale has got to be adjusted to suit your map, shader and compile options.

I’m running my at 0.5, cause any lower than that and I run out of “light” memory (I think). I’v got two large areas of terrain and compile using;

bsp - meta
vis
light -fast -fastgrid -filter -patchshadows -super 2 -thresh 0.1

DeMoNeye


(omnix32) #7
   Do, you run that _lightmapscale in the world spawn ?? 
    I put em on a func_group or in the shader itself to limit its use, else compile times take forever and getting the above mentioned error.
  Here is a bump image shader I used with the lightmapscle built in. 

textures/omnix_bump/flowerbump
{
qer_editorimage textures/omnix_bump/flowera.tga
q3map_lightmapsamplesize 1x1
q3map_normalimage textures/bumpy/flowera.tga
{
map $lightmap
}
{
map textures/omnix_bump/flowerb.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}
not sure about the q3map_lightmapsamplesize 1x1 as I think a more correct way would be 2x2…
Oh well…
fun mapping.


(demoneye) #8

Sorry, yeah, that _lightmapscale is on the terrain func_groups, not generally on the map.

DeMoNeye


(omnix32) #9
 ummmm,  Ok, so its on the func_group. Thanx for the awsome information. I post alot of help for peeps and that information will come in handy. I have gone over on things making a very large terrain but not the light part. then again, my map never got past VIS.

   fun mapping.......