|
|
|
Member 364 posts
Registered: Oct 2006
I ask Q1 mappers to help me with something.
First, tell me what your favorite Q1 map editor is, and what tools you use to compile the maps (such as hmap2 or qbsp + light + vis).
And second, tell me what happens in your editor if you take a "light" entity and add this key: "_color" "1 0.996 0.251" or this one: "_color" "255 254 64"
I'll answer this question for QuArK: "_color" "1 0.996 0.251" will make the circle around the light yellow (which is good), whereas "_color" "255 254 64" will produce a wrong color, and in fact values like that may trigger runtime errors that make further editing of the map impossible.
Member 139 posts
Registered: Feb 2011
Worldcraft 3.3 BSP: TxQBSP 1.12 -- Modified by Bengt Jardrup LIGHT: Light 1.43 ---- Modified by Bengt Jardrup VIS: Vis 2.31 ---- Modified by Bengt Jardrup
The light act like normal if i don't use the brackets " If i use the brackets " i get error through the compile process in bsp, vis and light
Member 364 posts
Registered: Oct 2006
uh, the brackets are what you see in the .map file, in the editor they're probably not shown
Member 139 posts
Registered: Feb 2011
I think you need to add that commnd into the light.exe program for it to work, or maybe use q2s light.exe? Or maybe the editor itself didnt save that info. Got to try it out some more, anyway i didnt get any color in my lights
Member 23 posts
Registered: Jan 2007
I use QuArK ( Quake Army Knife )
It acts very stupidly sometimes, for example : if I create teleport or platform, and just to check them I run QBSP it crashes if I don't put sky brush over the top, but on the other hand it is very usefull. I especially like quick grid-dimension switching and texture positioning tools.
Member 35 posts
Registered: Aug 2010
I use QuArK too
a very good editor
here is a link: http://quark.sourceforge.net/
UP THE IRONS!!!
Member 139 posts
Registered: Feb 2011
*bump* any news regarding the colored lights tonik ?
Member 364 posts
Registered: Oct 2006
Are you waiting for any news in particular, Muff1n?
Member 139 posts
Registered: Feb 2011
yeah the thing you mentioned in the first post, any progress?
i found this btw: hmap2 build 20100113 useful for compiling maps with colored lighting, rotating doors, and lots of other features, check out the readme
from: http://icculus.org/twilight/darkplaces/download.html
**************************************************************************
i got it to work.
try this _color 0.30198 0.326733 1
i am using the hmap2 executable.. so now i can lit colors wherever i want on the map ;DDDD
the thing is, i have to build the map with the original light program first, so it puts the lights on the map (the info) then i have to compile with the hmap2 to color the lights.
Member 364 posts
Registered: Oct 2006
uh, h2map? do you mean hmap2 or is it a separate tool? where can it be found then?
Member 364 posts
Registered: Oct 2006
the toolchain I ended up using is: - my version of mhcolour that spits out an .ent with _color keys where necessary - QuArK to edit the _color as necessary where the automatic coloring didn't work right - my version of mhcolour, or modified version of hmap2, to produce the final .bsp or .lit
the official hmap2 is not much good because it fucks up the colors in brightly lit areas, and it doesn't do any adjustments for perceived brightness, which I believe it should do.
Member 139 posts
Registered: Feb 2011
"the official hmap2 is not much good because it fucks up the colors in brightly lit areas, and it doesn't do any adjustments for perceived brightness, which I believe it should do."
works fine for me. i will upload my newest map wich has colored lights over the whole map.
http://upload.foppa.dk/files/ctl4beta3.zip
Member 364 posts
Registered: Oct 2006
A wonderful map, but I have to say the lighting can be improved. It's too dark, for a start. Quake 1 maps are already too dark; yours is darker still. Try running around with gamma 0.7 and contrast 1... can see anything? The lava areas look particularly unnatural, what with the brighter-than-usual lava texture.
(Low light levels are the reason you see no problems with hmap2 colored lighting; try upping the levels and you'll see the colors wash out unnaturally in brightly lit areas, especially noticeable with r_drawflat 1)
Another issue is oversaturated colors in sky-lit areas. You have a light bluish sky, now where does the deep blue come from? Bind "toggle r_drawflat" to a key and start the map with sv_cheats 1. Look at sky and lava areas with r_drawflat on; you'll see a huge mismatch between the color of the sky and lava and the walls around. Ideally they should blend almost perfectly.
Member 139 posts
Registered: Feb 2011
yes its just a beta, im still trying to find a good balance in the lighting. i will try that out
are you using darkplaces ? cause i see perfectly fine with gamma 0.7 and contrast 1
Member 364 posts
Registered: Oct 2006
(I know you didn't ask to be lectured on lighting by a coder, sorry if that sounded rude I just had to speak my mind)
Member 139 posts
Registered: Feb 2011
well its better than nothing, why dont u code a new compile program with better light support then your program is nice and all but as a mapper you want to put the colored lighting where you choose
Member 364 posts
Registered: Oct 2006
well, indeed I have created a couple of new tools for personal use
|
|
|
|