Sunlight but no light on textures

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

Tempered
Private
Posts: 8
Joined: Wed Jan 01, 2003 6:25 pm
Location: Nashville, TN
Contact:

Sunlight but no light on textures

Post by Tempered »

I added the sunlight using the tutorial but for some reason when I compile my map the textures of the buildings is black. I've also made a bridge that is elevated from the ground but it's pitch black. I've put in a light and it works but I want it to be day time and not have a bunch of little lights. Please help.

Also, how can I tell what my suncolor is set too? Is there a way to tell in the worldspawn settings?

Thanks!
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

Highlight your skybox and input

Value: Suncolor
Key: 80 80 80

80 80 80 is just a start...play with those numbers for different levels of light.
Image
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

hmmm

Post by Shifty »

I havn't tried sunlight yet at the moment im using ambient light

Just in case u dont know how

press n to bring up the console

select worldspawn and enter the following

ambientlight:80 80 80 (you can experiment with this figure)
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

Suncolor will give you a real world feel in your lighting and can be directional.

Ambientlight is not directional can gives a map a unreal lighting effect.
Image
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

Cool

Post by Shifty »

I'll try that out then :D
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

May take longer on complie but imho its well worth it...
Image
Guest

Post by Guest »

It's still not working. I tried both the suncolor and the ambientlight but neither is working. I'm sure I'm doing something stupid.



Image
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

Are you useing sundirection?

Looks like the angles maybe set so that the sun is under the map...

This link works good for loging in:
http://dynamic4.gamespy.com/%7Emap
Last edited by General Death on Fri Jan 03, 2003 2:29 am, edited 1 time in total.
Image
Shifty
Map Reviewer
Posts: 717
Joined: Sun Dec 15, 2002 11:53 pm
Location: UK
Contact:

hmmm

Post by Shifty »

I can only think of giving it a bigger value

but im sure Gen Death will have a better Idea
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer
Image
http://www.shiftys-bunker.tk Under Construction
Tempered
Private
Posts: 8
Joined: Wed Jan 01, 2003 6:25 pm
Location: Nashville, TN
Contact:

Post by Tempered »

Yes, I tried to set the direction at -45 90 0. I tried some other values too. What should I try to set it too? What about the value?
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

The first number in the set controls the left to right placement of the sun.

The Second number in the set controls the height of the sun off the horizion.

The last number does nothing.

Try -45 180 0
Image
Tempered
Private
Posts: 8
Joined: Wed Jan 01, 2003 6:25 pm
Location: Nashville, TN
Contact:

Post by Tempered »

Would it have something to do with the lightmap density? What should I try setting that to?
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

Tempered wrote:Would it have something to do with the lightmap density? What should I try setting that to?
:(..never messed with that so I dont know. Seemed like to me it could have been the second number of 90 in your sundirection since that dead set on the horizion. Thats why I suggested 180 since that would be like 12 noon light.
Image
Tempered
Private
Posts: 8
Joined: Wed Jan 01, 2003 6:25 pm
Location: Nashville, TN
Contact:

Post by Tempered »

When I compile it says the following. See the part where it says initial lighting - 0 emmitting surfaces? Is that something there?




======== MOHlight Version 1.48 ========
----- FS_Startup -----
----------------------
26866 files in pk3 files
reading C:\PROGRA~1\EAGAME~1\MOHAA\maps\bridge2.bsp
reading C:\PROGRA~1\EAGAME~1\MOHAA\maps\bridge2.vis

====== Initial Lighting ======
0 light emitting surfaces
(0.21) seconds.

====== Radiosity Lighting ======
(0.02) seconds.
(0.47) seconds.
(0.69) seconds.
(0.01) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.01) seconds.
(0.00) seconds.
(0.01) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.01) seconds.
(0.00) seconds.
(0.00) seconds.
(0.00) seconds.
(0.01) seconds.
(0.58) seconds.
(0.00) seconds.
(0.47) seconds.

====== Calc Static Models ======
Total Models Lit: 0
Total Vertecies Lit: 0
Total Vertecies that were in Solid Leafs: 0
Data Size: 0 bytes

====== Calc Light & Diffuse Grids ======
(0.03) seconds.
(0.16) seconds.

====== Compress Light & Diffuse Grids ======

====== Final Lightmap Assembly ======
(0.00) seconds.

====== Entity Lighting Lights ======

====== Write Out BSP File ======
writing C:\PROGRA~1\EAGAME~1\MOHAA\maps\bridge2.bsp
4 seconds elapsed
User avatar
General Death
Moderator
Posts: 1116
Joined: Thu Nov 21, 2002 2:33 am
Location: NC, USA
Contact:

Post by General Death »

Nope...thats normal..:(

Everything looks good in your complie there :?
Image
Post Reply