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Posted: Fri Apr 04, 2003 5:44 am
by wacko
Haven't tried ambient light and it wouldn't help: I'm now cutting of pieces of the map (bit by bit) and try to shrink the region where this problem is coming from. I have already found out, that it ought to be in the 2nd floor (just the 1st floor is fine, 1st + 2nd is not), now I'm cutting off pieces of this 2nd floor. Bad thing is, that compiling takes so long...
Posted: Sun Apr 06, 2003 3:40 pm
by wacko
WARNING: SurfIsOffscreen called on non-bmodel! was caused by a curve cylinder with a cap textured with interior/jh_stonetile1.
Seems to have been a bad choice, such a semi transparent texture...
The light grid problem is gone now, though I can't really say what the reason was. I deleted some entities, compiled, put them in again, deleted the next set of entities, compiled, put them in again, deleted the next set of entities, compiled, put them in again, deleted the next set of entities, compiled, put them in again, deleted the next set of entities, compiled, put them in again, deleted the next set of entities, compiled, put them in again, deleted the next set of entities....
Then, it was gone! Maybe a piece of hintbrush? Don't know and want to forget about it asap!
Posted: Sun Apr 06, 2003 5:36 pm
by Balr14
Ambientlight provides basic surface illumination to all models. If you don't use ANY models, you can live without it. But, if you do use models and don't specify it, you may get max light settings as an error default for some entities that require it.
People tend to put too much stock in what was said regading things that pertain to the original Q3. If you will recall, Q3 graphics were almost "cartoonish". Extremely vibrant colors and heavy shadows. Very colorful, but not very realistic. In the real world, ambient light exists.
Posted: Sun Apr 06, 2003 5:46 pm
by jv_map
There's two ambient settings you can use in your worldspawn (or as parameters for the light compiler):
ambientlight --> applies to everything in the map
ambient --> applies to entities only
As you said in any realistic map you'd need quite a lot of ambient light.
Returning to the topic of this thread however, I wonder if anybody knows for sure what a 'bmodel' is. Is it a 'brushmodel' (as in an entity like a door) or a curve (seems to be the case here) or a static model (merged into the bsp, uses vertex lighting) or a dynamic model ('script_model', uses light grid)?

Posted: Sun Apr 06, 2003 7:28 pm
by wacko
Balr14 wrote:Ambientlight provides basic surface illumination to all models.
I didn't knew this! Thanks! That's why my models are too bright!? I'll try this
ambient
Balr14 wrote:In the real world, ambient light exists.
I agree, but this map is completely indoors, so I think, I can live without
ambientlight
Posted: Mon Apr 07, 2003 3:48 am
by mohaa_rox
If you don't have ambientlight even in indoor map, your map will still be dark. I saw your map, Shopping center, and it SHOULD have ambientlight as some places were dark and inaccessible. This may get the player fed up, if it's too dark.
Just a suggestion.

Posted: Mon Apr 07, 2003 5:56 am
by wacko
I wonder how often I did, should and must explain that this map was still too dark because the upper floors were empty. Next map, I will add ambientlight until all light sources are added
