Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jan 24, 2008 5:19:49 GMT -5
I am having a problem where the first part of the map renders fine. The second part is not directly connected but instead with a teleporter. There are areas where the light is either none, some, bad and perfect... all at the same time! These areas will render properly if the first half is not included in the build. - Mike
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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 Jan 24, 2008 5:44:00 GMT -5
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Whirlingdervish
Clan Q2C
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Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
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Post by Whirlingdervish on Jan 24, 2008 11:31:58 GMT -5
what kind of lights are you using?
are you using arghrad's sun feature to produce any of that area lighting, or is it all entities?
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
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Post by Mikemc on Jan 24, 2008 23:33:12 GMT -5
Afaik it's all entities, but I'll go over the rooms again. I here there's an Arghrad 3.0 beta? And radiosity site doesn't have 2.1 for download, incase that's not the one I've got.
- Mike
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Whirlingdervish
Clan Q2C
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Clan Q2C Resident Smartass BANNED FOR STALKING AND FLAMING
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Post by Whirlingdervish on Jan 25, 2008 13:29:30 GMT -5
dervish.tastyspleen.net/files/buildutils.ziptry the arghrad that's in this zip. I'm pretty sure it's v. 3.0. You could also take a page out of Maric's book, and just set the light flag on the sky brushes that make up the "lid" of your map to about 250-300 or so, and remove a bunch of the entity lighting.. This will make much more uniform lighting in the open areas that can see a lot of sky. I've found that if you want a certain color of "sky" light, you can use a texture that makes the color/atmosphere you want on all the lit sky brushes, and when you apply the sky in-game, the lighting will be that texture's color, and the sky will look like whatever sky you set in the worldspawn settings.. In this way, you could use the standard q2 skies, and not have your level come out completely orange.
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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 Jan 25, 2008 13:59:48 GMT -5
Yep thats version; ----- ArghRad 3.00T9 by Tim Wright (Argh!) ----- ----- TESTING VERSION, DO NOT REDISTRIBUTE ----- Modified from original source code by id Software X7
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Mikemc
Quake 2 Mapping Club
Reminiscing this & that & having such a good time
Posts: 344
|
Post by Mikemc on Feb 19, 2008 20:48:25 GMT -5
Nope, lighting still looks like shit. Could there simply be too much to render? I have a single processor and 768mb ram. If I can't get it working, I'll have to split the map into 2 separate levels. That seems to be the only way so far.
- Mike
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