Hello fellow forum readers! I'm busy building my first map, so I'm a n00b in map building! I read through the tutorials on Nemesis' page (very fine page isn't it?) which was of great help! I can apply most of the things he discusses in his tutorials, but I have a problem with the sunlight.
I selected the entity menu by pressing n (after deselecting everything) and selected worldspawn. Then I entered these three keys like Nemesis mentions:
suncolor 60 60 60
sundirection -60 90 0
sunflarename sun
I saved the map, used Mbuilder to compile it and ran it in mohaa. Sadly enough there was no light on the map, everything was dark (except the places beneath some check lights I placed), so I read through the forum and discovered a post about the sunproblem (post "Buildings").
The author of that post (Siadox) had some difficulties too with sunlight; he had used 90 in stead of -90, so what I did was filling in these keys for worldspawn:
suncolor 70 70 70
sundirection -90 -60 0
sunflarename sun
But after compiling and running, there still wasn't any light on the map (except for those check ....).
I know I'm doing something wrong, but I need your help! Instead of using worldspawn, do I have to put in one light at the ceiling of my map and give the keys to that light? Please help me on this one, I don't want to put my map full of seperate lights!
Another (small) question: I use Mbuilder and Mohpile, but how do you configure the VIS, BSP, ... options?
I would be very thankful if you can help me with these probably very stupid questions!
Sunlight + Mbuilder and Mohpile
Moderator: Moderators
Sunlight + Mbuilder and Mohpile
Imagination is more important than knowledge - Albert Einstein
if the worldspawn values are correct as you say they are then it has to be the sky texture that you are using. Make sure it is not a non shader texture. Shows up with black type in the texture list. Shader textures show up with Blue text. The category skies has non shader textures in it. Would be best to choose the 'all white' or 'all grey' sky and go from there. Now with that said if the texture is correct then it must be a worldspawn value not entered correctly. Lastly if using mbuilder to compile, go to options and choose 'pause after bsp' This way you can check if there are any errors in your map such as leaks. Most errors you will encounter will come while the compiler is processing the initial bsp file.
G3mInI
G3mInI
I would use MOHpile to compile and choose Keep BSP-Log
for options I would run -v on BSP
and -v -fast on VIS
and -verbose and -fast on Light
that will give you a fast compile
and makes sure Q3map and MOHLight find your files ok
if they dont then errors will show up
if they go by too fast to read then use the Keep Log for each
and read the log text afterwards
but sounds like you might have a skybox leak
go around the outside edges where the side,top, and bottom touch
and make sure there are no gaps at all and
nothing is sticking through them
also try just suncolor
then if you have light add the
sundirection -90 -60 0
and sunflare
for options I would run -v on BSP
and -v -fast on VIS
and -verbose and -fast on Light
that will give you a fast compile
and makes sure Q3map and MOHLight find your files ok
if they dont then errors will show up
if they go by too fast to read then use the Keep Log for each
and read the log text afterwards
but sounds like you might have a skybox leak
go around the outside edges where the side,top, and bottom touch
and make sure there are no gaps at all and
nothing is sticking through them
also try just suncolor
then if you have light add the
sundirection -90 -60 0
and sunflare
Creater of MOHpile
Play With Honor
Play With Honor
sun
Select one of your sky brushes and hit key N. All worldspawn brushes use the same propreties, so add suncolor 70 70 70 to get full brightness on your map.
Sun direction and sun flare put a blinding light in the sky.
Sun direction and sun flare put a blinding light in the sky.
