Digital Paint Discussion Board
Development => Mapping => Topic started by: RoBiNandL!nk on January 30, 2011, 01:26:17 PM
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Ehh yeah... something is wrong with my moonlight in this map. It makes a weird purple/redish glow.. need some ideas to help fix please?
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Weird color lighting...
Can you upload the bsp file?
Btw. there're misaligned barrels and boxes :P
EDIT: And what bsp version do you use?
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Sure thing pal. Hahaha about the boxes.. Just did a quick rotate to test the lighting.. You were probably joking anyways... Well here it is.
EDIT: ehhh all i know, its really old. i think 16c?
2ND EDIT: I can give you the .map also, if you want to tinker around with it.
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The map is much more dark for me. I also don't have all black spots you have. Just a few ideas...
- try not to using decimals for the "_sun_light" value (btw. does this problem happens too when you don't make your map that dark?)
- try using a "_sun_ambient" value like "_sun_ambient" "#" (maybe a value of 30) instead of "_sun_ambient" "# # #"
- try exporting your map without the texture colors of the torches (delete or rename the wal file for the time you export the map)
- how many numportals do you have? maybe try to reduce them with detailing stuff like barrels and boxes (if it isn't already)
- are there any warnings, errors, etc. while exporting the map?
EDIT: You can pm me the .map if you want. Maybe there's something I can't see without it.
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- I used it without a decimal point, it was 25 earlier, still had the same problem.
- I will try the _sun_ambient.
- I dont get what your trying to say.
- I only have 2,181 numportals and i detailed everything i could.
- errors
- WARNING: Leaf portals saw into leaf (129)
- WARNING: Leaf portals saw into leaf (243)
- Viciouz told me not to worry about this.
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I could find this to my second idea, if you want to use ambient colors.
"_sun_ambient" "# # #"
This special alternate form allows you to explicitly specify the ambient sunlight color. The value is specified as three separate brightnesses: red, green, and blue, respectively. It is NOT an RGB color value, it is three separate brightness values.
Example:
"_sun_ambient" "20 10 0"
EDIT:
- try exporting your map without the texture colors of the torches (delete or rename the wal file for the time you export the map)
When you export the map, rad uses colors from your wal files. So if you export a map with the wal file, normally there's a slightly reddish shimmer around the torches.
And now you can avoid this slightly reddish shimmer if you delete or rename the wal files of the torch. The map will be exported without the torch colours now. But it doesn't look that nice.
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Great, it looks like i got it to not look as bad, i set my _sun_ambient to 0 1 2. and theres no more ugly red shadow, Its now just blue and green, which actually blends in a lot better.
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Nice :), btw "_sun_ambient" "#" should be without colors. You can try if it looks better with or without colors.
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Looks like you have your game brightness cranked WAY up. Those splotchy color areas should be just about black. If you can see those colors, adjust your settings, then make a map that looks good on NORMAL settings.
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Those are normal settings. I haven't changed my paintball settings, and i gave the map to Viciouz and he compiled it with his computer and then tested it, and the same results.
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What's your gl_lightmapgamma set to?
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It is currently set to .6
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It is currently set to .6
Well, you have something cranked up, because here's how it looks with the default settings:
The areas with the color splotches are supposed to be almost black.
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Not sure what it could be, i reseted all of my light values and nothing changed.
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What are your gl_brightness, vid_lighten, and vid_gamma set to?
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vid_gamma is 2
gl_brightness is 0
vid_lighten is .06