Settings for sharp light?
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Bjarne BZR
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Settings for sharp light?
Hi mappers!
I wonder if there is any combination of worldspawn/compile setting ( or other trix ) that result in really sharp shadows?
I want an early morning with alow sun and long sharp shadows...
I wonder if there is any combination of worldspawn/compile setting ( or other trix ) that result in really sharp shadows?
I want an early morning with alow sun and long sharp shadows...
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Bjarne BZR
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OK: don't all post at once 
The worldspawn settings are as following:
I tried the following light compole flags:
Can someone explain in more detail these wordspawn entries? What is the effect on lighting when used?
"sundiffuse" fraction of the sunlight to make diffuse (default 1)
"lightmapdensity" default lightmap density to be used for all surfaces
"overbright" forces on overbright lighting. "world" makes it only affect the world, "entities" makes it affect entity lighting, and "all" makes it affect both. Also, setting it to "none" forces all overbright lighting off.
"skyalpha" initial value of the sky's alpha, defaults to 1
The worldspawn settings are as following:
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ambientlight / 6 6 6
suncolor / 70 70 70
sundirection / -42 45 0
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-bounce 0
-radscale 0
-attenuate 2
"sundiffuse" fraction of the sunlight to make diffuse (default 1)
"lightmapdensity" default lightmap density to be used for all surfaces
"overbright" forces on overbright lighting. "world" makes it only affect the world, "entities" makes it affect entity lighting, and "all" makes it affect both. Also, setting it to "none" forces all overbright lighting off.
"skyalpha" initial value of the sky's alpha, defaults to 1
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Bjarne BZR
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i think, u can set the 'density' for each face seperately in the Surface inspector which might make sense if u need those sharp shadows just on some places. Choose the face where the shadow will be drawn on (Ctrl+Shift+LM on that face of the unselected brush) and press 's'. in 'density' u'll find '(default)'. Change this to lets say 4.
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Bjarne BZR
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Bjarne BZR
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This:
This version of the map had lightmapdensity = 8.
The MAX_MAP_LIGHTING exeeded from larger numbers the lower the lightmapdensity...
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C:\DOCUME~1\Bjarne\MYDOCU~1\MOHAA\maps\obj>"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -
bounce 0 -attenuate 0 -radscale 0 -gamedir D:\Games\MOHAA C:\DOCUME~1\Bjarne\MYD
OCU~1\MOHAA\maps\obj\obj_canal_2004-01-20_d.map
======== MOHlight Version 1.48 ========
Number of radiosity bounces = 0
Using radiosity attenuation = 0.0%
Using radiosity scale = 0.0
----- FS_Startup -----
----------------------
18492 files in pk3 files
reading C:\DOCUME~1\Bjarne\MYDOCU~1\MOHAA\maps\obj\obj_canal_2004-01-20_d.bsp
reading C:\DOCUME~1\Bjarne\MYDOCU~1\MOHAA\maps\obj\obj_canal_2004-01-20_d.vis
************ ERROR ************
MAX_MAP_LIGHTING exceeded from 548 lightmapsThe MAX_MAP_LIGHTING exeeded from larger numbers the lower the lightmapdensity...
Have u tried my suggestion? Btw, maybe u can help me in http://dynamic4.gamespy.com/~map/mohaa/ ... highlight=?
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Bjarne BZR
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The error seems to indicate that the size of the lightmap is to big. This is probably due to the fact that useing 8 as density will make it 16 times bigger than with the default value of 32. Most likely you don't need sharp shadows on every surface in the game to make it look like it's sharp. I'm thinking of roofs, stairs, windows, raillings and all the small details that might be all in shadow or not have any shadow pass over them at all.
Looking for a good game? Play GO the ancient asian game of strategy.
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Bjarne BZR
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Bjarne BZR
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OKI, I'm making some progress... setting Density 8 on brushes gives it the result I want ( compare the 2 shadows pointed out at point B in the pics below ). 
But I have also come across 2 new light ( actually shadow ) problems.
1) The script_object bridge does not cast shadows,
Bridge made of regular brushes:

Bridge converted to script_object :

Must I really make a "skeleton bridge" out of common/shadowcaulk, or is there a command like -staticshadows that affect script_objects?
2) As you can see in these 2 pics, the model static_natural_tree_regularpalm has a stupid flat area that affexts shadowing badly when using the -staticshadows flag on light compile.
Radiant :

MOH:AA :

Not that big a problem as I can remove the defect shadows by pointing the face 90 degrees away from the sun ( It just irritates me that I had to compile the map for 24h to find this out ).
But I have also come across 2 new light ( actually shadow ) problems.
1) The script_object bridge does not cast shadows,
Bridge made of regular brushes:

Bridge converted to script_object :

Must I really make a "skeleton bridge" out of common/shadowcaulk, or is there a command like -staticshadows that affect script_objects?
2) As you can see in these 2 pics, the model static_natural_tree_regularpalm has a stupid flat area that affexts shadowing badly when using the -staticshadows flag on light compile.
Radiant :
MOH:AA :

Not that big a problem as I can remove the defect shadows by pointing the face 90 degrees away from the sun ( It just irritates me that I had to compile the map for 24h to find this out ).

