ThX for Feedback Mikemc & Jaydolan.... I really appreciate!..
i change sky texture in m26... Red was stock Q2 sky... ....red lighting from where? huh...just a entitie light at a short distance...
Hmmmm..... Some Engines reacts very differently on the sky texture in m26.... ......strange???!....
Q2 ( designed how it should be ).
difference Q2 and Kmq2
M27 - Kmq2
M27 - Q2 ( designed how it should be ).
M28 - Q2 ( designed how it should be ).
m28 - Kmq2 ( sky texture again, ---> sky texture Flag setting under the beams )
=========================================================================================== good point Jaydolan.. move these posts : -----> Margaa'ls maps into a new thread? ===========================================================================================
Ohhhh something else:
It`s really a pity that no one have told me on this q2forum ( previous maps ) that my maps are dark.. this has been going on for years!.. Dark maps is NOT MY mapping STYLE!!, JUST a incorrect Q2 settings..
margaal22 released in 2012 christmas eve ( Kmq2 Engine ) ( viewed with NEW settings gamma 1 & gl modulate 3 )
margaal22 in Q2 ( viewed with NEW settings gamma 1 & gl modulate 3 ) Tweaking hours the lights in 2012 for what??? for released a dark map?.. what a mess, clutter junk!!!.
Margaal22 in Q2 ( viewed with NEW settings gamma 1 & gl modulate 3 )
Margaal22final for Q2( designed how it should be ). ( Tweaking again!. - NEW settings gamma 1 & gl modulate 3 ) under contruction...
Last Edit: Apr 10, 2015 14:07:13 GMT -5 by Margaal
Post by thehappyfriar on Apr 6, 2015 19:18:03 GMT -5
I have an idea for the models in the map. Export the map to a .obj (GTK 1.6 does this). Load it & the models up in Blender (or whatever app you use) & render AO, lighting & shadows to the model textures. They should look a lot more like they belong.
The last map I recall playing of yours (or it stood out the most) was a temple in the jungle. Lots of white stone and green moss & plants. I remember getting stuck on the stairs but it was very pretty and lighting was good.
margaal, I would suggest you try a couple of things:
1) Delete *.cfg from your baseq2 directory. That way, all engines should use their default settings. Use this to baseline your maps. 2) Compare your maps to q2dm1. Try to achieve the same level of lighting as you see on The Edge. That way, your maps will meet everyone's expectations, regardless of their settings. 3) Look at how lighting is done in some other maps. Here's a whole mess of them:
I think your lighting technique could use some work. I see a lot of reliance on ambient light. It leaves the map feeling very flat and unfinished. You _want_ to create shadows and contrast. It gives the map depth and realism.
It's absolutely possible! The bump-mapping parts, no. But the shadows? Yes, totally. My BSP compiler isn't so different from the stock Q2 tools when it comes to lightmaps. Go ahead and download torn.map from the Github repo I linked above. Open it up in your editor and look at how the lighting is done:
- Very few surface lights, and only on genuine light faces. - Strong point lights sources placed 8 units away from the light fixture brush. - Low ambient level (8-10%), tuned to reflect the map's overall color.
And that's it. The key is in keeping it simple. Don't add random "floating" point lights in space. Don't abuse SURF_LIGHT, and keep ambient to a minimum, so that when you create shadows, they're actually shadows