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Post by Guggenheim on Jul 31, 2021 6:23:30 GMT -5
Long time ago, when a have and old computer, the lighting on my maps looked like that:
But then, when I tried to compile it on my new computer, I saw that:
Did you notice the difference? Glowing textures for some reason emit white light. Have anybody faced the same problem?
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Post by knightmare on Jul 31, 2021 13:02:12 GMT -5
Um, what compiler versions (mainly qrad3) are you using? With what command line parameters? Any special keys for lighting set in the worldspawn?
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Post by Guggenheim on Jul 31, 2021 16:57:50 GMT -5
Um, what compiler versions (mainly qrad3) are you using? With what command line parameters? Any special keys for lighting set in the worldspawn? Besides, on my old computer I used it too, just compiled directly from Radiant without command line, and that was alright with lights. Maybe it's really about compilers? Can you share, please, the lastest ones?
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Post by Guggenheim on Jul 31, 2021 17:08:19 GMT -5
Here's the example map from screen (considered to be a part of my neglected SP unit). Is there something wrong? I just compiled it on other computer and got those weird lights. Attachments:barracks.map (92.22 KB)
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Post by Guggenheim on Jul 31, 2021 17:26:51 GMT -5
BTW, we can see the same thing on my CTF map that I shared recently.
Old version:
New version:
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Post by knightmare on Aug 1, 2021 2:05:18 GMT -5
QERadiant writes a .bat file to your temp dir to run that bulit-in map compile. Could you dig it up and see what parameters are in it? I compiled the map with my own tools ( from here): Here's the lightmaps shown with r_lightmap 1 in KMQ2: Here's my command line from my .bat: kmqbsp3 -threads 8 -chop 1024 -choplight 256 -gamedir D:\Quake2\baseq2 -moddir D:\Quake2\baseq2 D:\Quake2\baseq2\maps\barracks.map
qvis3 -threads 8 -level 3 D:\Quake2\baseq2\maps\barracks.map
arghrad202 -threads 8 -bounce 8 -chop 128 -chopsky 1024 -chopcurve 128 -gamedir D:\Quake2\baseq2 -moddir D:\Quake2\baseq2 D:\Quake2\baseq2\maps\barracks.map
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Post by Guggenheim on Aug 1, 2021 11:23:37 GMT -5
QERadiant writes a .bat file to your temp dir to run that bulit-in map compile. Could you dig it up and see what parameters are in it? I compiled the map with my own tools ( from here): View AttachmentHere's the lightmaps shown with r_lightmap 1 in KMQ2: View AttachmentHere's my command line from my .bat: kmqbsp3 -threads 8 -chop 1024 -choplight 256 -gamedir D:\Quake2\baseq2 -moddir D:\Quake2\baseq2 D:\Quake2\baseq2\maps\barracks.map
qvis3 -threads 8 -level 3 D:\Quake2\baseq2\maps\barracks.map
arghrad202 -threads 8 -bounce 8 -chop 128 -chopsky 1024 -chopcurve 128 -gamedir D:\Quake2\baseq2 -moddir D:\Quake2\baseq2 D:\Quake2\baseq2\maps\barracks.map
I may seem stupid, but where can I found that .bat file? BTW, I'll try to compile maps from command line, let's see what happen.
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Post by knightmare on Aug 1, 2021 12:12:11 GMT -5
In your Windows userprofile temp folder- type in %temp% in the Run dialog and hit enter. You can also drill down into your user profile folder under C:\Users\<username>\AppData\Local\Temp.
EDIT: The filename you're looking for is qe3bsp.bat.
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Post by Guggenheim on Aug 1, 2021 12:19:10 GMT -5
QERadiant writes a .bat file to your temp dir to run that bulit-in map compile. Could you dig it up and see what parameters are in it? I compiled the map with my own tools ( from here): View AttachmentHere's the lightmaps shown with r_lightmap 1 in KMQ2: View AttachmentHere's my command line from my .bat: kmqbsp3 -threads 8 -chop 1024 -choplight 256 -gamedir D:\Quake2\baseq2 -moddir D:\Quake2\baseq2 D:\Quake2\baseq2\maps\barracks.map
qvis3 -threads 8 -level 3 D:\Quake2\baseq2\maps\barracks.map
arghrad202 -threads 8 -bounce 8 -chop 128 -chopsky 1024 -chopcurve 128 -gamedir D:\Quake2\baseq2 -moddir D:\Quake2\baseq2 D:\Quake2\baseq2\maps\barracks.map
I tried compiling "Barracks" using command line, and it compiled correctly, with colored lights. But when I tried it with my other map, that was the same. Is it possible to compile maps correctly from Radiant?
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Post by grieve[Q2C] on Aug 1, 2021 12:45:35 GMT -5
with Quark and arghrad I had no problem compiling it.
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Post by knightmare on Aug 1, 2021 14:46:20 GMT -5
You can edit the scripts/<projectname>.qe4 file that contains the command line for the built-in compiler options, but the syntax is difficult and confusing, so it's not worth the effort. I personally haven't bothered with it.
Instead, you can write a .bat or .cmd file for each type of compile option (e.g. full or fast vis, relight, -extra qrad, etc) using %1 for the .map name, and call it from another .bat or .cmd file that passes the .map filename as a parameter. Ion Storm's Daikatana toolkit used this approach, and they used a customized version of QERadiant.
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Post by Guggenheim on Aug 1, 2021 16:53:44 GMT -5
You can edit the scripts/<projectname>.qe4 file that contains the command line for the built-in compiler options, but the syntax is difficult and confusing, so it's not worth the effort. I personally haven't bothered with it. Instead, you can write a .bat or .cmd file for each type of compile option (e.g. full or fast vis, relight, -extra qrad, etc) using %1 for the .map name, and call it from another .bat or .cmd file that passes the .map filename as a parameter. Ion Storm's Daikatana toolkit used this approach, and they used a customized version of QERadiant. So, which script should I use for full-VIS compilation with correct lighting? Sorry, I'm stupid.
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Post by knightmare on Aug 1, 2021 17:32:49 GMT -5
The one I posted. Change the -threads parm to the number of cores your CPU has, and replace D:\Quake2\baseq2\maps\barracks.map with %1. You also customize -gamedir and -moddir to your Quake2\baseq2 path and mod/project folder under Quake2, respectively.
Put that file where the compile utils are. Then you write a .bat/.cmd file that calls the .bat/.cmd file you made that has something like this:
cd \ cd <path_to_compile_utis> compiletype.bat X:\Quake2\moddir\maps\mapname.map
For a fast VIS, you would change the -level 3 parm for qvis3 to -fast.
To relight a map, you would run kmqbsp3 with the -onlyents parm and arghrad normally, skipping qvis3. Unless you changed surface lights, in which case you would need a full compile.
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Post by Guggenheim on Aug 1, 2021 18:49:59 GMT -5
And so I get completely dark map.
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Post by knightmare on Aug 1, 2021 19:41:37 GMT -5
Are you using the Arghrad version in the file I linked? Does the -gamedir parameter match your Quake2\baseq2 folder?
Try adding a "pause" command at the end of the .bat file. Are there "Couldn't load " errors in the command console?
It looks like Arghrad isn't loading the textures, so there's no reflectivity for lights.
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