Q4 - Full Bright?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Q4 - Full Bright?

Post by AEon »

Is there some way to get your map "rendered" in editor and in Q4 in full bright. E.g. without having to explicitly place lights? This is for quick tests only, but would really help.
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Post by Fjoggs »

What? Like vertexlight? Use a mod like q4max.
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Post by d3mol!t!on »

I don't know about not placing lights at all, but you only need to place one to get fullbright. Add one around the center of the map and pull the box edges just futher than the geometry on each axis. Hit "j" for the light editor with that light selected, and texture with "lights/ambientlight_nofall" (it's just a flat white square). Change the colour to something on the grey scale that gives you a good brightness, and you should be done. If it casts shadows and whatnot, play around with the tick-boxes in the top-right corner. This light will come in handy later too if you intend to have an ambient light (stops having really dark areas like in DOOM 3 multi-player maps), as you can just play around with the colour again to get something you like.
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Installed q4max, and optimized config to brighten up things... like wow :)...

d3mol!t!on,
jo the ambient light thingy was something I had planned to do... but to use it as only light source for tests is a good idea, will try that.
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