Digital Paint Discussion Board

Development => Mapping => Topic started by: ShyGuy on January 28, 2009, 03:01:31 AM

Title: Lighting help!!!
Post by: ShyGuy on January 28, 2009, 03:01:31 AM
Okay first off before you flame the crap outta me... I used the search func.

Here is a S/S of the problem i am getting...

(http://img141.imageshack.us/img141/5015/sshot077go2.th.jpg) (http://img141.imageshack.us/my.php?image=sshot077go2.jpg)

that is my map.. but, as you can see in ^ the img, i have a sky and its not luminating anything... i also have lights wich are not luminating either....

any help would be nice... THX
Title: Re: Lighting help!!!
Post by: blaa on January 28, 2009, 03:02:56 AM
 It would help, if you would post what parameters you added to light entities.

Any errors, when you compiled?
Title: Re: Lighting help!!!
Post by: ShyGuy on January 28, 2009, 03:21:50 AM
no errors when compiling... and shouldnt the sky luminate no matter what?
Title: Re: Lighting help!!!
Post by: blaa on January 28, 2009, 06:13:45 AM
 What did you add to light entities
Title: Re: Lighting help!!!
Post by: DrRickDaglessMD on January 28, 2009, 03:02:22 PM
The link you're looking for is: http://digitalpaint.therisenrealm.com/mapping/tutorials/sun-lighting

Bookmark that site if you haven't already, it's very helpful when making maps.

- Dagless MD

edit: I just re-read it, you might also want to check for leaks. Just because a map finishes compiling doesn't mean there wasn't errors, next time you compile and light your map, make sure to check back through the compiler window for anything like ***LEAKED***, etc...
Title: Re: Lighting help!!!
Post by: Laged on January 28, 2009, 03:21:02 PM
I guess your light entity value is 50, make it be 150 instead.
Title: Re: Lighting help!!!
Post by: sk89q on January 28, 2009, 05:40:33 PM
You didn't put too many lights, right?

Copy and paste the text in the command prompt.
Title: Re: Lighting help!!!
Post by: ShyGuy on January 29, 2009, 03:59:49 PM

C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\qbsp oito_b3_2

C:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qbsp3 oito_b3_2
----------- 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\oito_b3_2.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (1)
writing C:\bsp\pball2\quake2\pball\mapfiles\oito_b3_2.prt
Writing C:\bsp\pball2\quake2\pball\mapfiles\oito_b3_2.bsp
    1 seconds elapsed

C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\vis oito_b3_2

C:\bsp\pball2\quake2\pball\mapfiles>..\..\util\qvis3 oito_b3_2
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
reading C:\bsp\pball2\quake2\pball\mapfiles\oito_b3_2.bsp
reading C:\bsp\pball2\quake2\pball\mapfiles\oito_b3_2.prt
2254 portalclusters
7877 numportals
0...1...2...3...4...5...6...7...8...9... (2)
0...1...2...3...4...5...6...7...8...9... (1706)
Average clusters visible: 381
Building PHS...
Average clusters hearable: 1689
visdatasize:907639  compressed from 1298304
writing C:\bsp\pball2\quake2\pball\mapfiles\oito_b3_2.bsp
1709.0 seconds elapsed

C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 oito_b3
_2
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 oito_b3_2
----- 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\oito_b3_2.bsp
----- Light World -----
0...1...2...3...4...5...6...7...8...9... (73)
0...1...2...3...4...5...6...7...8...9... (117)
0...1...2...3...4...5...6...7...8...9... (2)
----- Save BSP File -----
writing C:\bsp\pball2\quake2\pball\mapfiles\oito_b3_2.bsp
----- Time -----
  213 seconds elapsed

C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\runmap oito_b3_2

C:\bsp\pball2\quake2\pball\mapfiles>copy oito_b3_2.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 . . .
Terminate batch job (Y/N)? N

C:\Games\Paintball2>paintball2 +map inprogress/oito_b3_2
Title: Re: Lighting help!!!
Post by: RoBbIe on January 29, 2009, 04:03:45 PM
Average clusters visible: 381
Building PHS...
Average clusters hearable: 1689
visdatasize:907639  compressed from 1298304
writing C:\bsp\pball2\quake2\pball\mapfiles\oito_b3_2.bsp
1709.0 seconds elapsed

C:\bsp\pball2\quake2\pball\mapfiles>call ..\compilers\rad -chopcurve 128 oito_b3
_2
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

i never saw that on mine so something with that is probably the problem