Compiling and lighting

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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xiripiti
Posts: 100
Joined: Tue Jul 09, 2013 3:16 pm

Compiling and lighting

Post by xiripiti »

i'm working with radiant 1.6.5 , and i have a question about compiling and lighting.
When i need to see the final result I start to make several Fast-Tests to check geometry, lighting positions, etc. When all is ok I make a Full-Final render and at this point all lights are very similar to the previous render (Fast-Test) with the same light and shadow zones.
As all my maps are for QLive, so the next step is obviously make the QL-lighting-Final render...wow...totally diferent for worse: no shadows and super iluminated, some zones are white burned with light.
So i have 3 questions:
Old maps we play in QLive like dm6 or ztn, were recompiled with QL-lighting-Final render?
I dont think so, but maybe i´m wrong.
QLive accepts Full-Final compiled maps?
As Full-Final and QL-Final are very time consumers why not a Fast-QL-Lighting-test? ( if it is mandatory to quake-live maps )
KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Compiling and lighting

Post by KittenIgnition »

There is nothing mandatory for QL workshop maps, you can put anything you want on there. Compile with whatever settings you want. As for the overly bright lights, look at the compile switches - maybe there's a really high intensity setting or something.
xiripiti
Posts: 100
Joined: Tue Jul 09, 2013 3:16 pm

Re: Compiling and lighting

Post by xiripiti »

Ty for your answer, KI

look at the compile switches...where are they?
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Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: Compiling and lighting

Post by Theftbot »

KittenIgnition
Posts: 252
Joined: Sun Nov 06, 2011 11:11 pm

Re: Compiling and lighting

Post by KittenIgnition »

In the compile menu inside Radiant, look for customize or some similar button. Then select the menu item you're trying to find out about, it will list all the q3map2 stages (bsp, vis, light), and all the technical switches. Then look at the link theftbot posted and see what you can see. I don't know what the default compile options are because I use netradiant custom, not gtk, and I have a fully custom menu anyway.
AndyW
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Joined: Wed Mar 11, 2015 3:23 pm

Re: Compiling and lighting

Post by AndyW »

Open your map in radiant, click on "File" /Project settings. Here you can modify the standart compile settings.
Die Vitamine sind in der Dose gefangen!!!
xiripiti
Posts: 100
Joined: Tue Jul 09, 2013 3:16 pm

Re: Compiling and lighting

Post by xiripiti »

Sorry to be back so late.
Tanks for ur answers, all of them were very usefull.
I need now to test some switches, see how they result and maybe make my own compile settings for future maps.
:D
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