mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Nov 9, 2020 16:11:09 GMT -5
How can I improve lighting in this scene? I am using knight mare's arghrad202 and tried -extra, -chop, -chopsky, -choplight, -chopcurve and so on. The light is caused by a sunlight. Attachment Deleted
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Post by knightmare on Nov 9, 2020 19:28:30 GMT -5
Looks like it might be a bug with axis-manipulated textures (220 map format) and ArghRad. Somebody showed me a screenshot of that a few months ago, but couldn't reproduce it later.
Can you try removing any axis rotation on those surfaces?
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Nov 10, 2020 2:16:22 GMT -5
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Post by knightmare on Nov 10, 2020 12:23:54 GMT -5
Well, it seems to have reduced the dark shadow problem noticeably.
Have you tried swapping in the original ArghRad 2.01? There were a number of bugs I fixed caused by compiling ArghRad with newer Visual Studio versions, as Argh compiled it with MSVC 4.0. I need to know if it's one of *those* bugs.
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Nov 10, 2020 14:21:16 GMT -5
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Nov 10, 2020 14:21:44 GMT -5
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Aug 19, 2021 11:26:38 GMT -5
knightmareI have built a new room and there you can clearly see these light artifacts caused by KMarghrad202: With arghrad300t9 there are no such light artifacts: Are you already working on it because I really want to use your build tools.
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Post by knightmare on Aug 19, 2021 12:14:16 GMT -5
I've been working on another test build of KMQ2 since the release of the last test build due to some bugs that were found. I can put some time in on Arghrad, but I've already gone all through the source to find any logical cause of such glaring bugs. I have to assume that they are due to a change in the compiler used (Argh used the now ancient MSVC 4.0). Have you tried to use zzsort's blarghrad (attached)? It was coded by decompiling Arghrad 300t, and I should be able to port it into my toolchain (with many hours of work). Attachments:blarghrad10x.zip (303.65 KB)
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mikem
Quake 2 Mapping Club
Posts: 328
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Post by mikem on Aug 19, 2021 13:53:58 GMT -5
I tested your blarghrad10x. These are the results: light artifacts are gone: but lightning is much darker and blurry: This was built with your rad tool:
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Post by knightmare on Aug 19, 2021 14:21:03 GMT -5
What compile parameters are you using? Are you specifying a -bounce or -scale value?
I'd like to see the .map (or maybe just the room that has the errors) so I can test compile it, and possibly try some code tweaks.
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