Digital Paint Discussion Board

Development => Mapping => Topic started by: Nikademis on January 05, 2008, 09:57:05 PM

Title: lights in my map
Post by: Nikademis on January 05, 2008, 09:57:05 PM
Ok, my problem is that I created a map that is kind of dark. I put a light in, it shines but not how i would like it, but it works. So, I copied it and placed it in the rest of the building, but they don't shine. This the Light box & the light entity that works
Title: Re: lights in my map
Post by: Eiii on January 05, 2008, 10:25:32 PM
If your map has leaks, it won't light correctly. Make sure there's no line of code saying ***LEAKED*** during the BSP compile. Other than that, I'm not entirely sure what you're asking.
Title: Re: lights in my map
Post by: Nikademis on January 05, 2008, 10:33:59 PM
No, i've read other posts and noticed the response of leaks I can say without a doubt there are no leaks. The only light that works is the one shown in the attachment. Here is a pic of the lights, 1 shines 1 doesn't, the one that doesn't shine was copied from the 1 that does.



I exported as QBSP then I exported as RELIGHT
Title: Re: lights in my map
Post by: Eiii on January 05, 2008, 10:39:16 PM
It looks like the one on the right has a reeeeeally low light value. Check to make sure it's the same as the other one.
Title: Re: lights in my map
Post by: Nikademis on January 05, 2008, 10:42:18 PM
It does, all I did was copy the one on the left and pasted it to where the on of the right is.
Title: Re: lights in my map
Post by: jitspoe on January 05, 2008, 10:48:04 PM
Looks like your map is open to the void (where do those windows lead?).  Lighting won't work properly if the map isn't sealed and vised.
Title: Re: lights in my map
Post by: Nikademis on January 05, 2008, 10:53:31 PM
here is a screen shot, its a start of the map. it will have 4 buildings on each side. Its a place here in PA called concrete city, it was a place that kids used to play paintball at, now closed down
Title: Re: lights in my map
Post by: jitspoe on January 05, 2008, 10:54:50 PM
Do a leak check, just to be sure.  Hard to tell much from that screenshot.
Title: Re: lights in my map
Post by: Nikademis on January 05, 2008, 10:58:52 PM
this is what i get when i export as relight. i could send the map file






c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp -onlyents concrete_ci
ty

c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 -onlyents concrete_city

----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
onlyents = true
gamedir set to c:\bsp\pball2\quake2\pball\
entering c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.map
    0 seconds elapsed

c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad concrete_city
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------


c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\arghrad -gamedir C:\bsp\pball2\qu
ake2\pball concrete_city
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to C:\bsp\pball2\quake2\pball\  (game pak dir)
----- Load BSP File -----
reading c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.bsp
no vis information, direct lighting only
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
----- Save BSP File -----
writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.bsp
----- Time -----
    1 seconds elapsed

c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap concrete_city
A subdirectory or file c:\games\paintball2\pball\maps\inprogress already exists.


c:\bsp\pball2\quake2\pball\mapfiles>copy concrete_city.bsp c:\games\paintball2\p
ball\maps\inprogress
        1 file(s) copied.

c:\bsp\pball2\quake2\pball\mapfiles>c:

c:\bsp\pball2\quake2\pball\mapfiles>cd \games\paintball2

c:\Games\Paintball2>pause
Press any key to continue . . .

c:\Games\Paintball2>paintball2 +map inprogress/concrete_city
Title: Re: lights in my map
Post by: jitspoe on January 05, 2008, 11:03:00 PM
Quote
no vis information, direct lighting only

That's your problem.  Do a full compile.
Title: Re: lights in my map
Post by: Nikademis on January 05, 2008, 11:10:05 PM
i just a full compile, and now the map is bright where before it was dark, hard to see (which I wanted) using the light to make the room is bright . The precious screen shot is how I want the map to look, with all lights working the same, castin a glow



c----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to c:\bsp\pball2\quake2\pball\
entering c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.prt
Writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.bsp
    1 seconds elapsed
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
Test level not used in qvis3
reading c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.bsp
reading c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.prt
 301 portalclusters
 841 numportals
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (14)
Average clusters visible: 159
Building PHS...
Average clusters hearable: 300
visdatasize:25282  compressed from 24080
writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.bsp
 14.0 seconds elapsed
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------

----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to C:\bsp\pball2\quake2\pball\  (game pak dir)
 -chop set to 16.0  (surface patch size)
 -extra enabled  (extra quality light sampling)
----- Load BSP File -----
reading c:\bsp\pball2\quake2\pball\mapfiles\concrete_city.bsp
----- Light World -----

************ ERROR ************
MAX_PATCHES
A subdirectory or file c:\games\paintball2\pball\maps\inprogress already exists.

        1 file(s) copied.
Press any key to continue . . .
Title: Re: lights in my map
Post by: jitspoe on January 05, 2008, 11:23:06 PM
The light program had an error.  Your map has too much surface area.
Title: Re: lights in my map
Post by: Nikademis on January 05, 2008, 11:26:57 PM
the whole map has too much surface area, can you tell  me what is an acceptbale area???
Title: Re: lights in my map
Post by: Eiii on January 05, 2008, 11:30:27 PM
Smaller than what you have now. Try scaling up some textures, and reducing the number of large, open areas.
Title: Re: lights in my map
Post by: jitspoe on January 05, 2008, 11:44:57 PM
well, that purple box is the absolute max a level can be.  What you have is using most of that, which means it's really huge.  Start small and work up.  Also, avoid large boxes.  They don't compile well.
Title: Re: lights in my map
Post by: Nikademis on January 05, 2008, 11:55:01 PM
well, actually i was starting big. then i play the map if it appears too big then i shorten it down. i understand the purple box deal. i was told by a friend that the fastvis rad was the way to go with compiling for lights. is that right? if i make the map small will the final compile make the lights work??? thanks for your help.......
Title: Re: lights in my map
Post by: sk89q on January 06, 2008, 02:22:04 AM
The final compile is recommended, but some larger maps will choke if you use the final compile. Fastvis rad otherwise would work, but I believe you also degrade the performance of your map.
Title: Re: lights in my map
Post by: jitspoe on January 06, 2008, 07:50:05 PM
You never want to use fastvis for a final product.
Title: Re: lights in my map
Post by: Nikademis on January 09, 2008, 10:37:56 PM
why not use fast visrad? i find there is a stutter in my map now that i have the lights working properly
Title: Re: lights in my map
Post by: Nikademis on January 10, 2008, 01:51:02 AM
final compile does not make lights work, fastvis rad does though. after playin for 20 seconds (roughly) there is a 3 second pause, then plays on normal.  the map is primarily done, needs a few tweeks. the light in the worldspawn is set at 40


c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp concrete_city2

c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 concrete_city2
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to c:\bsp\pball2\quake2\pball\
entering c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.map
0...1...2...3...4...5...6...7...8...9... (1)
0...1...2...3...4...5...6...7...8...9... (1)
writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.prt
Writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.bsp
    3 seconds elapsed

c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\vis -fast concrete_city2

c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qvis3 -fast concrete_city2

----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
fastvis = true
reading c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.bsp
reading c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.prt
1389 portalclusters
3679 numportals
0...1...2...3...4...5...6...7...8...9... (6)
Average clusters visible: 1079
Building PHS...
Average clusters hearable: 1388
visdatasize:487908  compressed from 488928
writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.bsp
  6.0 seconds elapsed

c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 concret
e_city2
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------


c:\bsp\pball2\quake2\pball\mapfiles>..\..\util\arghrad -gamedir C:\bsp\pball2\qu
ake2\pball -chopcurve 128 concrete_city2
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software

----- Settings -----
 -gamedir set to C:\bsp\pball2\quake2\pball\  (game pak dir)
 -chopcurve set to 128.0  (curve surface patch size)
----- Load BSP File -----
reading c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (64)
0...1...2...3...4...5...6...7...8...9... (480)
0...1...2...3...4...5...6...7...8...9... (1)
----- Save BSP File -----
writing c:\bsp\pball2\quake2\pball\mapfiles\concrete_city2.bsp
----- Time -----
  566 seconds elapsed

c:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap concrete_city2
A subdirectory or file c:\games\paintball2\pball\maps\inprogress already exists.


c:\bsp\pball2\quake2\pball\mapfiles>copy concrete_city2.bsp c:\games\paintball2\
pball\maps\inprogress
        1 file(s) copied.

c:\bsp\pball2\quake2\pball\mapfiles>c:

c:\bsp\pball2\quake2\pball\mapfiles>cd \games\paintball2

c:\Games\Paintball2>pause
Press any key to continue . . .

c:\Games\Paintball2>paintball2 +map inprogress/concrete_city2
Title: Re: lights in my map
Post by: jitspoe on January 10, 2008, 04:00:42 AM
The light is set to 40 in the worldspawn?  You referring to the _sun_light?  If so, you probably need to make it higher than that.  Also make sure your sky brushes have light checked and a value of 300 or so.  You should probably make a really simple test map to figure out how to do lighting so you don't have to wait for your larger map to compile.
Title: Re: lights in my map
Post by: Garrett on January 10, 2008, 12:24:02 PM
http://dplogin.com/forums/index.php?topic=9196.0
I had the same problem a while back.  This topic helped me out so why not give it a try too.
Title: Re: lights in my map
Post by: Nikademis on January 10, 2008, 06:42:29 PM
well, i found out why there is a stutter in the map, the r_speeds are through the roof, which is prob due to the fact I haven't put anything in the center except the pool. I know you (Jitspoe) said not to use the fastvis rad for the compile, but it works. I have 3 other maps done & no problems. The R_speeds are high as 1200 on one map & under 1000 for the other 2 maps.
    As for the light.....in the world spawn entity i placed a "tab" that key light, value 40, it give me light that I find acceptable for the game since all the buildings in my map have lights in them that work properly.
Title: Re: lights in my map
Post by: sk89q on January 10, 2008, 07:32:06 PM
It works, just not as well.
Title: Re: lights in my map
Post by: Nikademis on January 10, 2008, 09:52:34 PM
ok, so i should take away the light value to the worldspawn, give the sky a light value and do a final compile?? from previous tests this didnt produce any lights or shadow......