weird issue on a map


(BloodLusts) #1

I found this weird bug in my map that i didnt notice until now

The little Window when ur in Limbo that shows the camera view of the Limbo_Camera etc…

when the map first loads its supposed to load a Default Camera

however when my map loads it loads a camera that seems to be buring under the terrain so ur seeing half above the terrain and half below the terrain

as in i can see the sky texture on the bottom of the terrain and i can see the normal view ontop of the terrain –

i think some how i am supposed to setup a Default camera for the map start but im not sure

any ideas?


(BloodLusts) #2

I also cannot make Lights work - I placed a Light under a light fixture - with a value of 300 on the Light key etc… – I compiled BSP with -Light

and it doesnt show up - and the tutorials ive read say to do it the same way etc… - it just dont work so any ideas on these 2 issues


(eRRoLfLyNN) #3

When you load your map, you can see no light around the place where the light should be at all?

When you say “I placed a Light”, explain what you did.


(BloodLusts) #4

PLaced a Light Entity - with all the proper settings etc… - I have even tried pointing it to a NotNull to make a spotlight – no matter what it doesnt display the light in game at all

i have compiled with -vis -fast -light - fast , -light -fast, -vis -light -fast etc…

still the damned light dont show in game – so to answer ur question by placing a Light i mean I correctly setup a Light Entity (Not LightJR, DLight,Corona , etc…) but a Regular Light Entity

also i still havent gotten that camera issue fixed either - lmao these are the only 2 bugs i have now - lights and camera - after i get these fixed i can add the rest of my small brushwork details etc…

any help is appreciated

EDIT: the Sad thing is Coronas Work in map but none of the other light entities do :frowning:

Also isnt the -light compile supposed to also place a Script file in the Scripts folder telling the game the lightgrid layout or such like that? - cuz it has not been doing that either

ALSO - on my light compile the Display screen while its compiling says illuminated 0 luxels - from what i understand from that - it means no surfaces were illuminated

yet i have 6 light entities sitting under a light fixture Texture - all with a Light Value of 600
that should make the room they are in damn near WHITE – yea all u can see is the light fixture texture - no lights at all just the plain texture i used for the fixture

and in GTK when u Select the Light entities (SHIFT - CLICK ) – the Lights work they lighten up the room fine - its only in game the light entities arent functioning

any ideas?

ADDED UPDATE:
The Camera Bug is Fixed – I wasnt aware u have to have a Info_limbo_Camera Entity with a Objective value of 0 - for the default starting camera

However the Problem with lights still exists – lights no matter how i compile or set them up will not show up in game - they show fine in GTK just not in game any suggestions ideas, solutions, etc…


(eRRoLfLyNN) #5

Sorry to be pedantic about it. But when you play your devmap in ET, all inside places are completely black? there is no light at all from the lights you have placed? Sorry again to ask these stupid questions, but I am trying to understand the light compile myself and I’ve had similar problems.

All I can think of is your compiler is confused.


(]UBC[ McNite) #6

Can you plz post the part of the compile log which is the LIGHT stage? I think that might help us understand your problem a lot.

I never found a script for the lighting in the scripts folder. So don’t worry there.

What are you compiling with? Radiant?
Did you get the latest Q3map2 and installed it properly?
Which frontend for compiling do you use? (I always recommend q3map2build, its very simple and never let me down.)

Also: plz post a screenshot of the place in your map where you r missing the light.

And what is a “light fixture texture”? Can you post the shader or tell me where to find it in the tex folders?


(S14Y3R) #7

add: make sure your dynamic lights are turned on in-game. -options/system menu near bottom.

-if worldspawn ambient light is cranked, it will wash-out everything too. :slight_smile:


(]UBC[ McNite) #8

Simple lights are not dynamic. They get compiled into the bsp and that s it. So if he s missing them something is going wrong during the compile.

Sidethought: You did put your light entities right into the room and not into a brush right? Just asking cuz you said “sitting under a light fixture Texture”.

Maybe get rid of the light fixture texture and try a new compile too.


(BloodLusts) #9

-sighs- lol

I did it exactly as i described it – lol

I know how to add a light entity to a map and i know how to compile with light - and to answer the questions on is there any light at all - No there isnt

My latest test was like this

used a White Corona to make a bit of a white blare where the light is like a light bulb - and added a Light Entity Under it

still in game the Light Entity itself doesnt show up – However the little corona’s white light did - just the normal light entity didnt

  • id post u pics but i am in a rush so i cant right now

but i think its some weird error in GTK keeping lights from working - im positive its not the way i place em


(BloodLusts) #10

here are some Screenshots of this BS here – I am using GTK 1.4.0 and q3map2



Thats a Ingame shot of where light needs to be - and isnt lol - a shot of the screen showing the Light Process
and then a Shot showing the Lights in GTK

now in GTK i tested this time with One light pointed at a info_not_null and one just sitting there not pointing anywhere - just a straight light entity

please gimme a hand here - this is all that i have left to add to this map is the lighting


(kamikazee) #11

Sure you do BSP -meta before the -light stage?

I’m clueless…


(BloodLusts) #12

I run a BSP -mete
then -vis -fast
then i enable running the engine after compile -light -fast then run

so it creates the BSP - adds meta info - adds vis info - then i run it to add light info and run the game after to test it - etc… still no lights

im lost

even if i run a full command of

bsp -meta -vis -light -fast -filter

still no lights


(BloodLusts) #13

WAIT i think i found an issue

my GTK thinks the Base path to my game is
C:/Program Files/Wolfenstein - Enemy Territory//

the extra SLASH at the end might be the culprit – but i dont know where to change that

ALSO when i try to make a misc_Gamemodel it tries to load it from
C:/Program Files/Wolfenstein - Enemy Territory//etmain/models/ etc… so on and so on

perhaps thats causing the issue with a light compile - its got paths wrong – where in the blue hell do i change those paths

= OK Paths are fixed
i can load models with no problems and such now - and it has no more // (double slashes)

but lights still arent showing up in game


(kamikazee) #14

What happens when you try to compile a testmap with only a little room and only 1 light inside? (Add a few spawns to check it out in-game of course)
If that works, try copying the room you’ve shown in the screenshots to a seperate file and see if it compiles then.
If it doesn’t we can try to look further again… Maybe a shader issue where it doesn’t draw the lightmap. I’ve seen things like that.


(kamikazee) #15

Changing the path manually: go to your GTKRadiant install folder. Look for a folder called games.
Edit ET.game and change the basepath there.

NOTE: It may be called “enginepath_win32” as well, see for yourself, it should look obvious.


(eRRoLfLyNN) #16

Is the first shot a shot taken after you’ve run the light compile? I’m guessing not, but must ask. :]


(BloodLusts) #17

Light worked perfect in a small single room with one light entity – hrm so why it not working where im at in my map

Im using a normal texture in my map not a custom so the light shouldnt be being effected by a Shader in that room

im lost

ok i retextured that room to test again - and still no lights showing up

lol – this is got me stumped


(BloodLusts) #18

FIXED - It seems my Ambient Light settings on the WorldSpawn was washing it out

  • now my only problem is the map has a Sky from fueldump so the outside of the map is way to darker then i meant

but i can toss light entities in it to help

  • anyone have any other ideas on lighting the outside of the map in a decent way???

i dont wanna add light entites in a grid over the map like other mappers do cuz that can also toss the FPS out the window

i need a way to light the outside of the map without sacrificing FPS and R_Speeds

so any suggestions are appreciated

Thanks for all the helps u guys

i appreciate it all
JW


(S14Y3R) #19

Open up your sky shader and have a look(etmain/scripts/fueldump.shader)There’s a line called q3map_sun. this is where you edit the sunlights intensity, direction, and elevation(dawn, or high noon).

// q3map_sun <red> <green> <blue> <intensity> <degrees> <elevation>
textures/fueldump/fueldumpsky
{
	qer_editorimage textures/skies/fueldump_clouds.tga
	q3map_lightrgb 0.8 0.9 1.0 //light color?
	q3map_skylight 85 3 //not sure
	q3map_sun 1 .95 .9 200 210 28 //<<------------!this is where the sunlight comes from, and what color
	skyparms - 200 - //cloud height? -unsure
	surfaceparm nodlight
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm sky
	{
		map textures/skies/fueldump_clouds.tga
		rgbGen identity
	}
	{
		map textures/skies/fueldump_clouds.tga
		blendfunc blend
		rgbGen identity
		tcMod scroll 0.0005 0.00
		tcMod scale 2 1
	}
}

create your own shader(if you haven’t already) and tweak that one, so you don’t mess up the original. just be sure to name everything the same, Like

textures/fueldump/fueldumpsky

should be

textures/yourmapname/yoursky

and name the shader “yourmapname”. Then you can change the intensity of q3map_sun for varying levels of light.

FIXED - It seems my Ambient Light settings on the WorldSpawn was washing it out

Glad I could help :slight_smile: Be sure to link us to your map so we can check it out. :cool:


(BloodLusts) #20

well does anyone know which one of those settings is the light/brightness setting
a setting i can use without washing out the entire map lol