Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jul 3, 2006 14:53:58 GMT -5
ack! did you use a sun? or just a lighted sky? did the radiosity util run all the way?
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Post by grieve[Q2C] on Jul 3, 2006 23:36:04 GMT -5
it is a special feature of Arghrad to light unvised maps. every other light compiler would refuse to do so. but because of this feature he didn't notice that the map wasn't vised at all ! the lighting, however, looks completely different if it is done for an unvised or a vised map. so in this case, it was much brighter.
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Post by draxi on Jul 4, 2006 10:55:00 GMT -5
well, not even those Light_lights that i put out made light.. only could see those red lights, but they didnt exactly give out any light at all.. just so that you could barely see them..
compiling it again, and JESUS.. it has taken 24h soon.. what the hell is wrong?
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Post by Wixen1 [Q2C] on Jul 4, 2006 17:03:42 GMT -5
Wild guess...you have another hole in your map! W1
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X7[Q2C]
Clan Q2C
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Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jul 4, 2006 22:03:13 GMT -5
_SK3L3T0R_ you Should put a SKY box around your map.....
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Post by Wixen1 [Q2C] on Jul 5, 2006 5:05:11 GMT -5
Found another big hole.....maybe thats it... Inside view: Outside view: W1
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X7[Q2C]
Clan Q2C
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Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jul 5, 2006 6:07:13 GMT -5
Found another big hole.....maybe thats it... Inside view: Outside view: W1 Same Hole hehe SKY box
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Post by Wixen1 [Q2C] on Jul 5, 2006 6:37:24 GMT -5
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Whirlingdervish
Clan Q2C
100%
Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
Posts: 962
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Post by Whirlingdervish on Jul 5, 2006 11:28:36 GMT -5
hehe. the old big-box method of mapping. I haven't had to resort to it yet, but one of my next maps will surely be a holy one...
I've been using a grid size of 1 lately and snapping everything to the grid. It seems to be working out fairly well, and I've been avoiding the thousands of halted builds that I'm used to. I don't like holes in my maps. They take long enough to vis without them.
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Post by Wixen1 [Q2C] on Jul 5, 2006 16:39:44 GMT -5
hehe. the old big-box method of mapping. I haven't had to resort to it yet, but one of my next maps will surely be a holy one... I've been using a grid size of 1 lately and snapping everything to the grid. It seems to be working out fairly well, and I've been avoiding the thousands of halted builds that I'm used to. I don't like holes in my maps. They take long enough to vis without them. So..so true...I cut down a map from 3 hours to 10 minutes compiling, just by closing one tiny ..hole...!!!! Wixen1
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Post by draxi on Jul 6, 2006 11:25:24 GMT -5
ok, got a new beta up.. www.home.no/kmlt/sflipbeta3.ziptook "only" about 2.5 to 3 hours of compiling when i compiled it on my laptop.. (that is a much slower cumputer then this one..) but it looks like someone misplaced the lightning.. cuz it has some weird places with red or blue light on the wall.. I bet it was Wix who did it.. sounds a little Danish to misplace lightning!.. J/K but i couldn't find even ONE place with r_speed over 1000... most I found was about 600-700!.. compile log...
F:\quake2\baseq2>Qbsp3.exe Sflipbeta.map ---- QERadiant qbsp3 ---- ERROR: Could not open entering F:\quake2\baseq2\Sflipbeta.map Entity 0, Brush 126: mixed face contents Entity 0, Brush 175: mixed face contents Entity 0, Brush 188: mixed face contents Entity 0, Brush 207: mixed face contents Entity 0, Brush 213: mixed face contents Entity 0, Brush 215: mixed face contents Entity 0, Brush 1002: duplicate plane Entity 0, Brush 1187: duplicate plane Entity 0, Brush 1247: duplicate plane Entity 0, Brush 1341: mixed face contents Entity 0, Brush 1505: duplicate plane Entity 0, Brush 1509: mixed face contents Entity 0, Brush 1510: mixed face contents 0...1...2...3...4...5...6...7...8...9... (2) 0...1...2...3...4...5...6...7...8...9... (2) writing F:\quake2\baseq2\Sflipbeta.prt Writing F:\quake2\baseq2\Sflipbeta.bsp 8 seconds elapsed
F:\quake2\baseq2>qvis3.exe Sflipbeta.bsp ---- QERadiant vis ---- reading F:\quake2\baseq2\Sflipbeta.bsp reading F:\\quake2\baseq2\Sflipbeta.prt 2376 portalclusters 7524 numportals 0...1...2...3...4...5...6...7...8...9... (47) 0...1...2...3...4...5...6...7...8...9... (8970) Average clusters visible: 362 Building PHS... Average clusters hearable: 1490 visdatasize:872916 compressed from 1444608 writing F:\quake2\baseq2\Sflipbeta.bsp 9018.0 seconds elapsed
F:\quake2\baseq2>arghrad.exe -maxlight 300 Sflipbeta.bsp ----- ArghRad 2.01 by Tim Wright (Argh!) ----- Modified from original source code by id Software
----- Settings ----- -maxlighta set to 38400.0 (maximum lighting brightness) ----- Load BSP File ----- reading F:\quake2\baseq2\Sflipbeta.bsp ----- Light World ----- 0...1...2...3...4...5...6...7...8...9... (14) 0...1...2...3...4...5...6...7...8...9... (52) 0...1...2...3...4...5...6...7...8...9... (2) ----- Save BSP File ----- writing F:\quake2\baseq2\Sflipbeta.bsp ----- Time ----- 70 seconds elapsed
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EDIT: oh and yeh, the lightning makes it look so foggy in the big-area... not sure what has happened..
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X7[Q2C]
Clan Q2C
100%
Quake II[x=x7a]
Posts: 1,429
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Post by X7[Q2C] on Jul 6, 2006 12:33:21 GMT -5
Kool I got this version of Arghrad F:\quake2\baseq2>arghrad.exe ----- ArghRad 3.00T by Tim Wright (Argh!) ----- ----- TESTING VERSION, DO NOT REDISTRIBUTE ----- Modified from original source code by id Software
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Post by draxi on Jul 6, 2006 13:29:02 GMT -5
hmm.. maybe i should try to get that one then
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Post by draxi on Jul 8, 2006 14:20:17 GMT -5
ok tested the new arghrad version.. still got some misplaced lightspots... hmm...
JESUS.. this map had more holes then a Cheese..
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Post by Wixen1 [Q2C] on Jul 8, 2006 18:25:03 GMT -5
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