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Two annoying glitches.
Posted: Wed Aug 08, 2007 4:32 pm
by errlloyd
Hey guys, I'm not a new mapper, but I'm not very good. I have posted here before asking about one of these problems but no one could answer and Now I have another too.
The first is the old one of Ambient Light, I have no Ambient light set and yet my map is always at 60 60 60 brightness. This is very annoying as it looks really bad/
The second is too do with a broken window texture that has mysteriously disappeared. When I am compiling I get this note.
Warning: Couldn't find image for shader textures/general_strucutre/windowbroken1
and this is the in game result (this is a broken window)
I forgot to metion the Unbroken window is the same texture but fitted properly, AND also that those windows USED to work.
Posted: Wed Aug 08, 2007 6:32 pm
by PKM
try these keys and values for lighting in the map SS you posted above ...
key: ambientlight
value: 9 9 8
key: farplane
value: 6200
key: farplane_color
value: 0.62 0.62 0.61
key: sundiffuse
value: 3
key: sundirection
value: 315 315 0
key: sunflare
value: 4096 -5604 1200
key: sunlight
value: 90 90 90
Posted: Wed Aug 08, 2007 8:17 pm
by errlloyd
have put them will screenshot the results shortly.
Grr I did it and nothing changed, I put those as world spawn values and NOTHING happened. This is really frustrating.
And I guarantee they are set.
Code: Select all
{
"sunlight " "90 90 90"
"sunflare " "4096 -5604 1200 "
"sundirection " "315 315 0 "
"sundiffuse" "3 "
"farplane_color" "0.62 0.62 0.61 "
"farplane" "6200 "
"ambientlight " "9 8 8"
"targetname" "windowm2"
"classname" "worldspawn"
// brush 0
{
Posted: Wed Aug 08, 2007 10:26 pm
by neillomax
click on a brush, any brush. hit the letter "n".
click on everything, one at a time, in the lower window. ( sunlight-sunflare, etc. )
after highlighting go down to delete key/pair and delete all your worldspawn info.
then, in the key box type ambientlight
in the value box type 15 15 15 and hit enter....deselect brush.....save map and compile
Posted: Wed Aug 08, 2007 10:42 pm
by errlloyd
Tried it doesn't help.
Btw, Recently fog started working on my map. From the original reply I think.
leak
Posted: Thu Aug 09, 2007 3:13 am
by tltrude
If there is a leak in your skybox, the vis and light compiles will fail. A leak will show up as a point file and can be seen as a red line in radiant when you click on File > Pointfile. If there is a red line, it will end somewhere outside the skybox and show you where the leak is.
For the window, try the ones in Textures/window.
Posted: Thu Aug 09, 2007 8:04 am
by errlloyd
Thanks but I don't think it's my skybox, this glitch has been around for Much longer then my current skybox and has seen many. Also the map doesn't leak when I compile it. Btw I now have all the other things the Original reply suggested (fog sun flare ect) but my map is still at the same Ambient light Level.
I might ask a mate to compile it and see if it works out differently. When I compile other maps (not mine) they always seem to have high ambient light too.
Posted: Thu Aug 09, 2007 8:39 am
by neillomax
"targetname" "windowm2"
what the heck is this ?
and........... you don't have "overbright all" in worldspawn anywhere do you ?
give us another shot of your worldspawn data.
Posted: Thu Aug 09, 2007 9:44 am
by errlloyd
neillomax wrote:"targetname" "windowm2"
what the heck is this ?
Lol True I hadn't not noticed this, its refers to the left window in the middle house btw (window middle 2 = windowm)
No idea how it got in worldspawn.
Hmm random keys and vaules are appearing in my world spawn, for example I just scripted a bomb and now when I open my .map this is there.
Anyway this is Screenshot of my current Worldspawn with all its values and keys in it.
And just a side note, can you use bombs in TDM ?
delete
Posted: Thu Aug 09, 2007 7:01 pm
by tltrude
Delete to following key/values which do not belong in worldspawn.
angle
health
message // this one can be used but has the wrong value - text to print at user logon
sunflare // should be "sunflarename" "none" to hide blinding sun.
targetname
sunlight // should be "suncolor" - color (and intensity) of the sun, "70 70 70" is full daylight.
wait
You can edit worldspawn right in the text of your .map file. You just need to open it with Notepad or Wordpad and be carful with the brackets. Here is an example of ones I use a lot.
{
"sunflare" "none"
"ambientlight" "7 6 4"
"suncolor" "60 60 60"
"classname" "worldspawn"
// brush 0
{
etc...
Here is a list of all known worldspawn values -- not all of them work in Mohaa.
"ai_visiondistance" default vision distance for all ai, defaults to 2048
"ambient" ambient lighting to be applied to all entities, use _color to specify color
"ambientlight" ambient lighting to be applied to all entities
"farplane" distance from the viewer that the far clip plane is
"farplane_color" color to fade to when the far clip plane is on
"farplane_cull" whether or not the far plane should cull, default is yes
"gravity" 800 is default gravity
"lavaalpha" ( Float lavaAlpha ) Set the alpha of lava screen blend
"lavacolor" ( Vector lavaColor ) Set the color of lava screen blend
"lightmapdensity" default lightmap density to be used for all surfaces
"message" text to print at user logon
"nextmap" map to goto when player exits
"numarenas" ( Integer numarenas ) Set the number of arenas in the world
"northyaw" sets the yaw angle that is considered to be north
"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.
"script" script to run on start of map
"skipthread" thread that is activated to skip this level (if cinematic)
"soundtrack" the soundtrack to use on the map
"suncolor" color (and intensity) of the sun. Full daylight would be "70 70 70"
"sundiffuse" fraction of the sunlight to make diffuse (default 1)
"sundiffusecolor" color of the diffuse sunlight. Uses the same value scale as suncolor.
"sundirection" direction of the sun in the level
"sunflaredirection" allows you to specify a direction of the sun flare. Defaluts to using the direction specified for the sunlight.
"sunflarename" sets the flare to use for the sun (default is sun)
"skyalpha" initial value of the sky's alpha, defaults to 1
"skyportal" ( Boolean newSkyPortalState ) Whether or not to use the sky portal at all
"vis_derived" whether or not the vis compiler derives additional vis info from the manual vis. default is 0. 0 means vis compile will be slower since manual vis data is added after auto vis data. 1 means vis is faster and lower runtime poly count, but erroneous no draw could result from incorrect manual vis data.
"wateralpha" ( Float waterAlpha ) Set the alpha of the water screen blend
"watercolor" ( Vector waterColor ) Set the watercolor screen blend
Posted: Thu Aug 09, 2007 9:18 pm
by errlloyd
Hey guys thanks for the help, my lighting might work now I don't know, the reason is another problem I now have.
Since 2 pm today I have been getting extremely frustrated at the following error when I try to start my server.
Func_door::cross connected doors
This is the Entity Number
Entity 7116480
Posted: Fri Aug 10, 2007 4:14 pm
by errlloyd
Omg I gave it to my mate to compile and the ambient light was PERFECT.
Wtf is with my compiler.