_sun ents not working?


(megaman) #1

Yesterday i built some stuff, then just testmap it.
i have ca. 90 detail brushes in one big caulkhullbox.

because i had no sky ready for this, i chose to use a light ent with _sun 1 key (pointed at info_null), but this doesnt seem to work. although q3map_2.5.6 lists the sun ent before light compile starts, it doest seem to do anything. Map’s still dark like the back of an male cow in a dark night.

light ent/ info_null look like this:

// entity 2
{
"target" "t1"
"classname" "light"
"origin" "24 -192 208"
"light" "150"
"_sun" "1"
}
// entity 3
{
"classname" "info_null"
"origin" "24 -8 8"
"targetname" "t1"
}

I then built a small testmap with just one single textured face and a caulkhull. Still no lighting.
log:

--- SetupGrid ---
Grid size = { 64, 64, 128 }
      440 grid points
        0 point lights
        0 spotlights
        0 diffuse (area) lights
        1 sun/sky lights
        1 total lights
        0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (0)
11 x 10 x 4 = 440 grid
--- MapRawLightmap ---
0... (0)
      500 luxels
      500 luxels mapped
        0 luxels occluded
        1 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0... (0)
        0 luxels illuminated
--- IlluminateVertexes ---
0... (0)
        4 vertexes illuminated
--- StoreSurfaceLightmaps ---
      500 luxels used
    32768 luxels stored (1.53 percent efficiency)
        0 identical surface lightmaps, using 0 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
        2 BSP lightmaps
        2 total lightmaps
        1 unique lightmap/shader combinations
Writing E:/Quake3/baseq3/maps/test__sun1.bsp

--- Radiosity (bounce 1 of 999) ---
0... (0)
       1 diffuse surfaces
No diffuse light to calculate, ending radiosity.

i also tried info_notnull/target_position.

any ideas? it might be me, missing some obvious points…

search brought up nothing but a single vague clue bout the problem, sounded like the order you select the lights/targets in in gtk DOES matter (nosense imho :)).


(ydnar) #2

Sun/sky must trace through a surface with a sky shader in order to work. The shader must have surfaceparm sky or q3map_sun/q3map_skyLight (those auto-set surfaceparm sky).

y


(megaman) #3

hm, doh :slight_smile:
thanks ydnar

perhaps that should be added to the q3map2 manual?


(Valhue2) #4

— Radiosity (bounce 1 of 999) —
0… (0)
1 diffuse surfaces

1 of 999? A bit overkill, no? I personally think 8 bounces is a tad much,… I would personally lower the value.

V^2


(megaman) #5

you know, it stops when its finished.
also there’s always ctrlc.


(Emon) #6

999 bounces?? That will never finish! 8 is plenty for a final compile!


(megaman) #7

ok, then just dont use 999 and dont try to convince other ppl that shit is worth gold.


(ydnar) #8

Yo, relax dude. They were just trying to help. :slight_smile:


(megaman) #9

hhe, yeah. a bad advice is worth less than no advice though (of course this wasnt exactly bad), and im a bit tired of that ( i read q3w frequently :stuck_out_tongue: )

also it doesnt feel like emon read my posts at all… :frowning:


(Emon) #10

I was just giving you some friendly advice, no need to explode.


(Valhue2) #11

Well, if i remember correctly, Yndar mentioned something a while back about a ‘light limit’ or something… basically it was that the Bounce process will finally even out and stop compiling when the light levels reach a set limit…

But still… time is money. If your running your final compile (and if your dead set on it), use 999 bounces, im guessing it will stop automatically around ~200~? because the levels of light vrs shade wont really matter much. It wasnt a personal attack directed at you, I just saw that your initial post count was fairly low, so in my mind you are new. It was only friendly advice to be taken how you wish.

Best of luck to ya.

V^2


(megaman) #12

huh, my post wasnt intended to be that harsh! english isnt my first language, so excuse me, if i was rude without knowing it.
seems like there was no personal offense intended on either side :slight_smile:

actually most compiles that i dont stop after a few bounces finish before the eighth pass.

Also in my case that 999 is very useful, as my pc is slow and i usually turn final compiles on when i go out. why should i limit bounces? q3map2 can use my cpu 100% until i come back and press ctrl-c.

ps: low postcount != newb :slight_smile:


(Emon) #13

Well Q3Map2 will never finish 999 bounces. Infact, it probably won’t get past a few by the time you get back if your map is complex.


(megaman) #14

actually most compiles that i dont stop after a few bounces finish before the eighth pass.

emon, could you please read the post before you answer?


(ydnar) #15

This thread is going nowhere useful fast. I’m closing it.

y