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Posts posted by Szico VII
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I wonder if that lightmap compilation issue is fixed?
(The one where if you had a lot of lighting and used complicated things like -samples 3 and low _lightmapscales the whole map would come out borked from a lighting view with odd shaders everywhere)
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Your Bioshock map was completely indoors right?
Yes but only used shader lighting
I meant I can make a small one quickly with entity lighting for a testbed
what kind of statue model and format MD3 or what?
https://www.youtube.com/watch?v=2f6YDYPkVHU
The two statues at 1:00 (either side) and the big guy at 1:42 (in md3)
And the angel things in the screenshot
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On the WIP shelf along with moonbase I needed a model (statue) to continue with the bioshock one and couldnt find an appropriate one alas
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* Limits are much, much, higher. You can now make gigantic maps that are highly detailed at the same time
Would you be able to elaborate?
Might try this for compiling some of my WIPs
Stoiss and Archangel35757 like this -
IF you still need an appropriate map Xy, I can do one for you
minilogoguy18, Stoiss, Boothand and 3 others like this -
I can confirm Dark XL is much better!
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Ah okay. Not a fan of the new theme....well, mostly that background image far too clashing
MagSul likes this -
I dont see a new theme>
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A whiole ago I was hoping someone could point me in the direction of getting q3map2 to work with MOHAA - ydnar stated on his website "in a whirlwind weekend at EA I added support for MOHBT" but Ive never figured out how to use q3map2 for MOHAA maps. - LINK: http://nonasthmatically2.rssing.com/chan-1130926/latest.php
I also despised MOH radiant compared with GTK radiant lol
Smoo likes this -
YES. I tried to get bluicenightfall (i.e verschneit remake) into mohaa but didn't get far
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You could have an overlay texture as part of the shader with cull twosided and q3map_alphashadow, if youre not worried about extra rendering passes.
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You will need the shader name included in shaderlist.txt to make q3map2 process it properly.
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Instead of whiteimage point the glow stage to a duplicate of your base texture, but modify it to highlight where you want the glow areas to be:
And yes the first whiteimage line should point to your texture file, because as that shader stands the only thing the actual light texture is being used for is the editor, not ingame render
Example (base image on left and glow image on right)
Boothand likes this -
Is it actually on a patch mesh?
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I have really been trying to get around to it - as soon as I can, I will
Moving water below
https://www.youtube.com/watch?v=USoX7SHJZds&list=UUygvLoacwTW2DqhEpgSqFtQ
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https://www.youtube.com/watch?v=1i4sF32xMnE&list=UUygvLoacwTW2DqhEpgSqFtQ&index=4
How about this? - Benefit of that is its baseja no mods required
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Now we have Noesis utility, you can actually convert an ase to a useable ingame md3 if you need to!
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Yes changing the effect will likely change the visual origin of the effect, but I suspect damage is calculated hardcoded based on model tag e.t.c. Especially as there is no dmg or damage code in that .efx
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Not sure if you saw the settings I used in the spoiler on the previous page Master @@Szico VII.
I do have most of those settings you mentioned, only lightmapscale on the complete map as I THINK i'll have more quality.
And for the samples, I used 8 to exaggerate because it says 2 is good, 3 is great so 8 must be awesome
But yesterday I also bumped on a thread where Obsidian said you don't really need lightmapfilterradius (which is the surfaceradius you mentioned?) if you have a value higher then 4 for the iterations on q3map_skylight. Maybe this is giving me too much blurred shadows.
-samples 8 is a bad idea, it will make you quickly run into lightmap bug of death, especially with a global _lightmapscale
Importantly, neither of these will improve the contrast of your shadows. Only changing the lighting itself or using -dirty or -gamma x will achieve that.
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Best way to create a dynamic light is with an effect file. You can use those infinitely and they are genuinely dynamic compared with the q3map2 light styles method, which is also more limited as you can only use 4 within one area
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External lightmap shaders only ever worked on patches for me - used on brushes it causes weird funky effects.
If there's particular areas you want to improve the shadows, you can improve in several ways depending on lighting and structure.
1) Use q3map_sunExt for your sun shader, this allows you to define the penumbra and level of blurring applied to shadow edges
2) func_group and THEN use _lightmapscale on the func_group to improve quality without applying to the whole map
3) samples 3 in light compile stage
4) the -dirty switch on light stage will darken shadowed areas compared to lit areas. You could also try -gamma and a value
Wouldnt bother with the surfaceradius and other sun fixes for q3map_sun, because q3map_sunext does all of these but better.
Archangel35757 and DT. like this -
Unfortunately, as far as I know, any shader lighting applied to a sky shader will be applied to all sky shaders in your map, even if its a different sky shader. They work cumulatively too, so having a sky light on each sky shader just "adds" together, regardless of whether that particular shader is in a given area.
Key likes this -
Sweet. Animmap?
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https://jkhub.org/files/file/1976-map-models-pack-01/
Depends what you feel this brewery would need, but there's things like a forklift and a generator model in there.
WzMap - The Enhanced Q3MAP2 alternative.
in Star Wars: Warzone
Posted
I suspect it was a problem with q3map2 not being able to keep all the calculations in its memory properly