Page 1 of 1

Q3 - dqndm05

Posted: Sat Mar 18, 2006 1:03 pm
by a13n
This map has slept on my external usb hard drive for more than 3 years.
Now I decided to work on it again.
I need your advice on the top-most screenshot.
The square shadow cast from the torch is true or false?

Image

Image

Image

Image

Posted: Sat Mar 18, 2006 9:29 pm
by Jemcdv
How do you mean exactly?

Posted: Sat Mar 18, 2006 10:20 pm
by a13n
Please wait.
I'll soon post a new screenshot with additional explanations.

Edit: uploaded
Image

Do you think this square shadow looks odd?(granted there is no bounced light)

Posted: Sat Mar 18, 2006 11:04 pm
by Kat
Nah, that's actually correct. You need to keep in mind the distance between the flames and the object that creates the shadow, for an object like that the further away the object the more diffuse the shadow will be so even though it's a relatively small objects, the distances that are involved are enough to dramatically effect the resulting shadow.

Posted: Sat Mar 18, 2006 11:47 pm
by Johnny Law
It does look a little odd though because in real life the flame would not be a point light source, but rather a sort of "globular" light source. Normally it's hard to tell the difference between the two in a game map, but when you get the light really close to a surface there will be differences.

You might want to try raising those light entities a bit and see if you like it better.

Posted: Sun Mar 19, 2006 1:53 am
by Jemcdv
I think it looks odd. As Kat says it is a close representation of a normal cast shadow, but I'd kill it though.

Posted: Sun Mar 19, 2006 2:27 am
by Silicone_Milk
pretty sexy lookin' map there :icon25: :icon14:

Posted: Sun Mar 19, 2006 2:54 am
by a13n
@Kat
I've donwloaded quite a few custom maps so far but none of them has such square shadows cast from torches except skull head hanging on the wall.
Johnny Law wrote:You might want to try raising those light entities a bit and see if you like it better.
Don't you add more light entities around the torch?

@Wviperw
I see.

@Silicone_Milk
Sexy?
How so? :confused:

Posted: Sun Mar 19, 2006 3:24 am
by wviperw
@Wviperw
I see.
Eh?

Posted: Sun Mar 19, 2006 3:39 am
by Silicone_Milk
@a13n - just is. And it's a compliment so take it! :)

I want to see a download soon.

Posted: Sun Mar 19, 2006 5:08 am
by a13n
@Silicone_Milk
Oh, thank you. :icon25:

Posted: Sun Mar 19, 2006 5:39 am
by Silicone_Milk
heh.. np =)

Posted: Sun Mar 19, 2006 12:27 pm
by a13n
Here is my current set up.
Image

Posted: Sun Mar 19, 2006 4:32 pm
by Shallow
If it's bugging you that much try using one light with _jitter and _deviance set.
ydnar wrote:Sun, spot and point lights can be jittered now (you can "jitter" surfacelights with q3map_lightSubdivide already).

New entity keys:
_deviance N (units for point/spot lights, arc degrees for sun lights)
_samples N (number of jitters/samples to take. 8-32 are good values)
But I wouldn't bother, it looks fine.

Re: Q3: dqndm05

Posted: Sun Mar 19, 2006 9:06 pm
by krekits
a13n wrote:The square shadow cast from the torch is true or false?
Hardly worth correcting imo, but if you must, make the torch holder circular or octagonal.

Not a Q3map2

Posted: Mon Mar 20, 2006 9:43 am
by a13n
@Shallow
I might not use q3map2 because it makes me go different direction.

@krekits
How do you put light entites in this case?
Or do you use q3map_surfacelight?