worldspawn


(isbowhten) #1
  1. in the notes of radiant:

every map should have exactly one worldspawn…
IS it possible to have more than one???

  1. if i set ambient and _color key in the worldspawn… then even in rooms which should be very dark (e.g. room wihtout windows) has the same light than outside…

how can i prevent that?


(Flippy) #2

By not setting the ambient key too high ofcourse. Ambient is what it is, it gives an ambient glow to your whole map. This is usually very useful to compensate for the ET engine’s limits.

For example, in the real world, even if you are in your room at night, there will still be light (streetlamps, moon etc) that has bounced like 923858 times from other objects and finally reaches your eyes.
In ET, light bounces like this are also simulated, but only at a maximum of 8 times I believe.

What you get is that in a room, if you are not using ambient lighting, places like corners or the floor underneath tables will often have NO light at all, they will turn completely black, which is unrealistic.

To compensate, you use a little bit of ambient, which will light these places up just enough to seem realistic enough.

In an outdoor + indoor environment (like Fueldump) you use ambient only slightly for the indoor parts and you use lights and skylights for the indoor and outdoor lighting.


(isbowhten) #3

i treid ambiet 5000 and ambient 5 ^^ and i didnt see a difference color = red…
but it definetly should NOT be some light in my building! it shall be a dark, exciting atmosphere.
but there is much too much light inside of the buildings( remember: ambient’s valus is only 5!)


(-SSF-Sage) #4

Did you do a light compile? Oh yeah and dark isn’t told to be not best for a reason; players will adjust their r_gamma etc. settings so they don’t have it so dark. And it’s _ambient altho I think ambient works too.


(isbowhten) #5

ye i compiled light fast and color = red … it looks really awful to when you raise the gamma… i testetd it!
you do not want to raise gamma :wink: well i would not raise it… i hope others wouldn’t do it too
in the entities description it says “ambient”.

any ideas how to keep atmosphere exciting?


(stealth6) #6

do you test with high grafics or low, cause 1 of them turns off lighting


(isbowhten) #7

uhh… do not know what you mean ^^ what is the standard option? ^^
well i could post my map (very incomplete atm) perhaps you can say me how to make it looking more dramatic and excited.

http://rapidshare.com/files/109599037/map.zip.html

uhh?? is .rar better than .zip for those kind of files?


(stealth6) #8

everything is so red :smiley:
but the map file wouldnt open for me, so i cant try anything, bt why did you use so many brushes for the staris oO

and I dont understand the theme of the map, so I dont know what kind of theme your going for, apart from it being a very red theme xD

btw I use rar normally because it compresses the files better (smaller download), but rar doesnt work when making the pk3, then you need to use zip


(isbowhten) #9

do you mean that strange staris? ^^
well if you mean those strange stairs… this is because … it starts at the beginning of another stairs => it cant be straight… well i just thought…skewed stairs… hmm could be nice xD
uh why it doesnt open? i used radiant 1.3.8.
yeah my map is incomplete… a few rooms are missing (downstairs!) and off course nicer textures.
i want to imitate onslaught form unreal tournament but i dont get that worked atm.
ye and with a lever you coul execute a random event … in the middle of the map in the building with the spiky roof. did you test it?
well you dan rotate a tower with this ^^ but the tower doesnt rotate although scriptdebug says faceangels x y z t is executed.

is the red color suitable for the map? (and did you raise gamma and get shocked of the uggliness ?)


(stealth6) #10

ah I use 1.5.0 and I dont have 1.3.8 any more :S
I will have a look at onslaught I like UT :smiley: I just made a ctf prefab to go to 100 points, and I am working on a sort of domination prefab now

I didn’y raise gama tho, and I only look in spec

EDIT: I just saw onslaught, oh that game type :O, good luck with that xD


(isbowhten) #11

ye i hope i can work it out!
there are mistakes e.g. a script_mover entity with allied spawnflag is destrpyable by Both teams :frowning:
there is another thread where i posted what my last idea was how to imitate it… perhaps you could help me Oo

the thread is calles “constructible class 1”


(stealth6) #12

maybe but not right now, kinda busy with my own projects :wink:


(aaa3) #13

hi ^^
i ve took a look at your map. unfortunately 1.5 totally doesnt open it but 1.4 showed right. and tried the bsp ingame. well apart from 99% was missing texture :smiley: (maybe my et’s fault), i liked it, but a few notes. u had extremely lots of structural brushes and very few details. if i were you i would definitely make the stairs for example, detail.
this will speed up compile time very much (and makes your bsp smaller), helping u in the development.
another note, i had very nice fps on ur map so it doesnt matter in this case, leave it as it is now, just if u will make another maps consider this :stuck_out_tongue: : one could say that instead of making such stairs (or any other overly complex stuff) from brushwork u should make either a simple plain ramp with stairs texture (resulting in lower triangle count), or, the better solution, with same nice look as original, opposed to first solution, but much smaller fps gain thant first: make it .ase misc model and clip it manually (resulting in faster collision detection) , for better berformance.


(isbowhten) #14

thanks for replying. i never made models on my own and the “strange” stairs are detailed and caulked ^^
but not the other stairs.
yeah a stairs texture is a great idea :slight_smile: (next time i use a stairs texture if i find one)

well… i will follow your advise becaus the map is only half complete.
there should more rooms and the whole actual map should be on a mountain (perhaps the teams must do a race first to the mountain… i do not know atm if i do so.)


(DeatH) #15

isbowhten, seriously if your going to follow any advise then follow mine.

Read up on Structual/Detail brushes.

/Thread.


(aaa3) #16

oh noes :frowning: u misunderstood me, ur stairs are not overly complex and ur map had fine fps no need to downgrade the look :confused: i just said for future ref. and u dont have to “find” stairs texture its easy to make one :wink:
but yeah think on that structural stuff…


(isbowhten) #17

ok…
lol i’m too lazy to make my own stairs-texture ^^ (damn… i’m really lazy)

does it matter if i compile BSP meta and after it vis-fast ?
because my PC is too bad (he aborts compilation) to compile a better compile-mode


(-SSF-Sage) #18

[QUOTE=isbowhten;176770]
lol i’m too lazy to make my own stairs-texture ^^ (damn… i’m really lazy)

does it matter if i compile BSP meta and after it vis-fast ?[/QUOTE]

You can do it like that. That is basicly same as doing the both “at the same time” as the compiler just executes the vis part autom. when the bsp is done. But I don’t suggest using vis -fast, drop the -fast imo.

[QUOTE=isbowhten;176770]
lol i’m too lazy to make my own stairs-texture ^^[/QUOTE]

Making stairs by texture kills the look. I’d say for simple stairs from brushes and complex from a model and with rough clips. Usually there’s much more bigger things than stairs to be concerned about.