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Removing lights- no change in lighting in the map https://www.quake3world.com/forum/viewtopic.php?f=10&t=53699 |
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Author: | richfromlondon [ 11-26-2017 03:10 PM ] |
Post subject: | Removing lights- no change in lighting in the map |
Hello, I'm editing an old map using Radiant 1.4.0, so it is from late 2003. I have removed many lights from the map, but the map is still the same light level as before removing them. I tried the usual bsp, and then tried an alternative, no change. I'm a bit puzzled. It couldn't be textures could it, they don't make light or reflect it back, the Quake 3 map environment requires lights. |
Author: | fKd [ 11-26-2017 04:42 PM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
Did you make a pk3 file? might be in you baseq3 dir.? |
Author: | Eraser [ 11-27-2017 05:55 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
Did you actually compile the lighting with q3map? I'm betting you didn't and are looking at the fullbright vertex lit map. |
Author: | richfromlondon [ 11-27-2017 06:53 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
Well, I use the bsp option, light, and what ever it is now. And yes the bsp and map file go into a pak3 file. The other options don't work. I'm running GTK 1.4.0 on XP, so it shouldn't be any problem. |
Author: | Eraser [ 11-27-2017 10:42 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
Post the exact command you use to compile the map. |
Author: | richfromlondon [ 11-27-2017 01:32 PM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
Okay, yes, the following I have tried, but give an error of 12 verts? single light faster, or the default one I use works for changes, BSP meta, -vis, light, fast filter. So the others don't work. LOADED: textures/radiant/notex Looked for a 'C:/Program Files/Raven/Star Trek Voyager Elite Force/Radiant-1.4/shortcuts.ini' keyboard shortcuts file, not found Entering message loop Map_New Radiant - synapse core built Dec 21 2003 1.4.0 Builtin .def module built Dec 21 2003 1.4.0 PrtView module built Dec 21 2003 1.4.0 GtkGenSurf - built Dec 21 2003 1.4.0 Camera plugin v1.0 - Arnout van Meer - built Dec 21 2003 1.4.0 bobToolz module built Dec 21 2003 1.4.0 2d Background plugin built Dec 21 2003 1.4.0 WAD VFS module built Dec 21 2003 1.4.0 PK3 VFS module built Dec 21 2003 1.4.0 Surface Dialog (Quake 3) module built Dec 21 2003 1.4.0 Sprite Model module built Dec 21 2003 1.4.0 Q3/Half-Life shaders module built Dec 21 2003 1.4.0 picomodel loader module built Dec 21 2003 1.4.0 XMAP module built Dec 21 2003 1.4.0 MAP format module built Dec 21 2003 1.4.0 image formats JPG TGA PCX BMP module built Dec 21 2003 1.4.0 Entity module built Dec 21 2003 1.4.0 Loading map from C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.map LOADED: textures/hall/primaryhall_grey LOADED: textures/ent_corridor/common LOADED: textures/ent_corridor/common_trim LOADED: textures/ent_corridor/trim LOADED: textures/ent_corridor/ceiling_grill LOADED: textures/conference/cround_light LOADED: textures/voyager/baseboard_top LOADED: textures/ent_corridor/ceiling_light LOADED: textures/engineering/chromebright LOADED: textures/ent_corridor/floor2 LOADED: textures/ent_corridor/wall2 LOADED: textures/engineering/elight1 LOADED: textures/ent_corridor/wall_main LOADED: textures/ent_corridor/floor1 LOADED: textures/ent_corridor/wall_lightlong LOADED: textures/ent_corridor/common_ceiling LOADED: textures/engineering/walkwaylight LOADED: textures/radiant/shadernotex WARNING: Activate shader failed for textures/misc/planet LOADED: textures/ent_corridor/common_trimside LOADED: textures/ent_corridor/bottom_light LOADED: textures/engineering/newgrey1 LOADED: textures/common/caulk LOADED: textures/ent_armory/wall_controls4 LOADED: textures/ent_monitors/bridge_monitor5_3 LOADED: textures/ent_monitors/bridge_monitor1 LOADED: textures/scavenger/c_wall_engineering2 LOADED: textures/common/ladder LOADED: textures/ent_corridor/trimside LOADED: textures/ent_corridor/wall_light_glow LOADED: textures/voyager/ceiling_support_segment LOADED: textures/common/clip LOADED: textures/ent_launchbay/nx01 LOADED: textures/ent_launchbay/companel LOADED: textures/borg/bars LOADED: textures/voyager/sciencewall4 LOADED: textures/ent_launchbay/wall5 LOADED: textures/ent_launchbay/bigscreen LOADED: textures/ent_bridge/wall_mid_4 LOADED: textures/ent_bridge/panel5 LOADED: textures/ent_launchbay/wall3 LOADED: textures/ent_launchbay/strip LOADED: textures/ent_launchbay/wall1 LOADED: textures/engineering/glass1 LOADED: textures/ent_launchbay/wall4a LOADED: textures/ent_launchbay/wall4b LOADED: textures/ent_launchbay/wall4c LOADED: textures/ent_launchbay/wall6 LOADED: textures/ent_launchbay/pad1 LOADED: textures/ent_launchbay/wall4d LOADED: textures/ent_launchbay/strip2 LOADED: textures/ent_launchbay/wall2 LOADED: textures/ent_armory/door LOADED: textures/ent_armory/wall_panel1 LOADED: textures/engineering/panel1 LOADED: textures/common/sky WARNING: brush plane with no normal WARNING: brush plane with no normal WARNING: brush plane with no normal LOADED: textures/common/trigger LOADED: textures/ent_launchbay/pad4 LOADED: textures/common/origin LOADED: textures/ent_turbolift/door LOADED: textures/ent_launchbay/pad2 LOADED: textures/engineering/walkwaylightf LOADED: textures/ent_launchbay/pad3 --- LoadMapFile --- C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.map 7468 brushes 755 entities 18.78 second(s) load time Saving map to C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.map Map_SaveFile: C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.map Saved in 1.47 second(s). Setting up Listening... === running BSP command === "C:/Program Files/GtkRadiant-1.4/q3map2" -v -connect 127.0.0.1:39000 -game ef -fs_basepath "C:/Program Files/Raven/Star Trek Voyager Elite Force//" -light -fast "C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.map" Connected. 1 threads Q3Map - v1.0r (c) 1999 Id Software Inc. Q3Map (ydnar) - v2.5.11 GtkRadiant - v1.4.0 Dec 21 2003 20:42:58 A well-oiled toaster oven --- InitPaths --- VFS Init: C:/Program Files/Raven/Star Trek Voyager Elite Force///baseef/ --- Light --- Fast mode enabled Map has shader script C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/../scripts/q3map2_ent_launchbay.shader entering scripts/shaderlist.txt entering scripts/common.shader entering scripts/gfx.shader entering scripts/dreadNought3.shader entering scripts/voyager.shader entering scripts/transporter.shader entering scripts/borg.shader entering scripts/engineering.shader entering scripts/damagedvoyager.shader entering scripts/stmodels.shader entering scripts/scavenger.shader entering scripts/decals.shader entering scripts/stasis.shader entering scripts/forge.shader entering scripts/holodeck_temple.shader entering scripts/holodeck_training.shader entering scripts/ctf2.shader 1697 shaderInfo Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.bsp Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.srf --- LoadMapFile --- Loading C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.map entering C:/Program Files/Raven/Star Trek Voyager Elite Force/BaseEF/maps/Backup/ent_launchbay.map FloatPlane: bad normal FloatPlane: bad normal FloatPlane: bad normal 185 light entities --- SetupBrushes --- 3873 opaque brushes --- SetupSurfaceLightmaps --- 17709 surfaces 15878 raw lightmaps 155 surfaces vertex lit 17554 surfaces lightmapped 14803 planar surfaces lightmapped 0 non-planar surfaces lightmapped 2751 patches lightmapped 1139 planar patches lightmapped --- SetupTraceNodes --- ************ ERROR ************ MAX_TW_VERTS (12) exceeded Thank you. |
Author: | fKd [ 11-29-2017 05:28 PM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
google is your friend http://www.urbanterror.info/forums/topi ... -exceeded/ |
Author: | richfromlondon [ 12-02-2017 09:54 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
I don't quite understand what the user there was getting at. I'm editing a map I never created, so compared to other maps I did create, they were dark without any lights. Naturally. So for this map I'm just editing, I don't know what has happened with that. |
Author: | KittenIgnition [ 12-09-2017 07:07 PM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
Nothing has happened with it, the brushes are just all structural. When decompiling all brushes are structural. If you didn't decompile, then all the brushes were just structural to begin with. To be honest, I never understood how the editor knows what's structural and what's detail, outside of setting it in a shader, because there's no setting inside the .map file that says it - either closing radiant and re-opening the map loses all detail settings, or it's stored in some other file - I've never actually looked into that, but it's probably a pretty simple answer. Either way, just convert all brushes that don't seal the map to detail. If there are a huge amount of brushes, it might be easier to just select them all, convert to detail, then fly around outside the map and select all the sealing brushes and convert them to structural. |
Author: | seremtan [ 12-26-2017 05:11 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
richfromlondon wrote: XP what |
Author: | Theftbot [ 12-27-2017 10:45 PM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
just delete the old .bsp |
Author: | CZghost [ 12-31-2017 12:45 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
KittenIgnition wrote: Nothing has happened with it, the brushes are just all structural. When decompiling all brushes are structural. If you didn't decompile, then all the brushes were just structural to begin with. To be honest, I never understood how the editor knows what's structural and what's detail, outside of setting it in a shader, because there's no setting inside the .map file that says it - either closing radiant and re-opening the map loses all detail settings, or it's stored in some other file - I've never actually looked into that, but it's probably a pretty simple answer. Either way, just convert all brushes that don't seal the map to detail. If there are a huge amount of brushes, it might be easier to just select them all, convert to detail, then fly around outside the map and select all the sealing brushes and convert them to structural. Well, that might create "box" map, with all parts visible during render phase. I might suggest main construction brushes that define general layout be set to structural (of course including all sealing brushes and hint and skip brushes), and small brushes and all clipping and transparent brushes (like grates) be set to detail brushes. As far as I know, the editor remembers which brushes are detail and which are structural, however, it doesn't keep in BSP format. Once compiled, the game doesn't need to know which brush is structural and which detail. Compiler does the job for you. I don't know how editor remembers the structural and detail brushes settings - maybe it's in the *.map file, or it keeps it separated somewhere in data folder, I don't know. I didn't look into *.map file format specification... |
Author: | dONKEY [ 01-01-2018 05:46 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
IIRC, if you have a bsp in your maps folder and a bsp of the same map in a pk3, Quake will always load the bsp in the pk3. Yet another reason to map from and test in, a clean install of Quake. |
Author: | CZghost [ 01-01-2018 05:56 AM ] |
Post subject: | Re: Removing lights- no change in lighting in the map |
That's right. I have three different installations of Quake 3: developing one, with sv_pure set to 0, allowing maps outside pk3 to be loaded, play one, which is meant to pure entertainment, and clean one, used for testing purposes. |
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