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Complete darkness outside when there is a sky...
Posted: Tue Aug 12, 2003 1:14 am
by Lt. WaI2L0cK
Been mapng for Q3 for a while.
Figured I give MOH a try snce its a kick ass game.
OK Ive made an outdoor map with a house, and some static entities.
I made a sky box, gave it a sky texture, and even put in the key and value settings like the tutorial said as follows:
suncolor 70 70 70
sundirection -45 90 0
sunflarename sun
I copiled the map, played it and its dark as hell, only seeing lights coming from inside my house.
Another thing I noticed is that there is no sound in my map once so ever, I can't hear my footsteps, or the firing of my weapon.
Someone please help me out...what am I doing wrong, or what am I not doing at all?
Thanks in advance
ps. if you would like to see my .map file, give me your email in a pm and I will be more than happy to send it to you

Posted: Tue Aug 12, 2003 2:04 am
by Deutsche Dogge
I'm no mapping guru but, could that be a question of compiling? check-out the "advanced compiling" in the old tutorials..maybe there is just a small mistake or something missing, the "mohlight" part maybe?
mohlight -gamedir "[MohaaDir]" "[MapDir]"

Posted: Tue Aug 12, 2003 12:21 pm
by martijn_NL
I think u did not add suncolor:
suncolor 70 70 70
sundirection -45 90 0
sunflarename sun
to worldspawn.
u can check this when u load your map in radiant and press n, and then search for world spawn, click on it and check if suncolor etc is standing there. If not add it there.
Sounds of your map:
I think u compiled a your map as a singelplayer map, i don't if u wanted that, however if u want in your sounds in your singelplayer map then u need to save your map in mohradiant on this way: test_youmapname
I hope this help, post a reply
Posted: Tue Aug 12, 2003 12:51 pm
by Snake
You forgotten to use ambientlight, try this one:
Ambientlight 9 9 9
And also use Farplane:
Farplane 5500
Farplane_color 0.333 0.333 0.329
Posted: Tue Aug 12, 2003 1:27 pm
by Daniel Radcliffe
Farplane is best left to the script, not the worldspawn. This makes it easier to change at a leter stage should you want too.
Posted: Wed Aug 13, 2003 1:32 am
by Lt. Striker
Snake wrote:You forgotten to use ambientlight, try this one:
Ambientlight 9 9 9
Dont you think that ambientlight is a bit too dark? For a sunny day I use ambientlight 80 80 80. 9 9 9 would be not very light out. I tried to add a sun before and it was dark too so I stick to ambientlight. I probably forgot to add suncolor but I dunno I will try adding a sun again sometime.
Posted: Wed Aug 13, 2003 2:54 am
by Lt. WaI2L0cK
I already had suncolor in there.
I added the ambientlight line, and There was light. Only problem is that my sky just a basic texture, there is nothing going on.
Im gonna read the advanced compiling part and well see what happens
thanks for the help so far

Posted: Wed Aug 13, 2003 3:15 am
by Lt. WaI2L0cK
ok guys, turns out I was using the wrong sky textures, some have a green box around them and some don't.
any other suggestions?
Skybox
Posted: Wed Aug 13, 2003 3:23 am
by tltrude
Try a different texture for the skybox. Type "sky" in the text box at the top of the editor to see all of them. Mohday2 is a good one. The one called "caulk sky" requires a farplane_color to be set in worldspawn. You do not have to name the sunflare because "sun" is the default name. If you put "sunflarename none" there will be no sunflare. Sundirection will move the shadows.
Place the bsp file in the mohaa/main/maps/dm folder if you want to test it with weapons and sound. It will work with just an info_player_start, but it is better if you add at least one info_player allied and one info_player_axis.
Hope that helps!
Posted: Wed Aug 13, 2003 3:27 am
by Lt. WaI2L0cK
yea, seems I can only get the 'mohday' skys to work, all the others dont work properly. What can I do about that?
dday2 works
Posted: Wed Aug 13, 2003 3:32 am
by tltrude
The shaders for some of them are bad. Shaders are in the "scripts" folder of pak0.pk3.
Posted: Wed Aug 13, 2003 3:35 am
by Lt. WaI2L0cK
Damn, I know nothing about messing with shaders...how can I go about fixing them?
Bible
Posted: Wed Aug 13, 2003 3:51 am
by tltrude
There is a shader bible for the Q3radient at this site:
http://www.qeradiant.com/manual/
Mohaa uses the Quake3 game engine, so most of the stuff in the manual works for mohaa. Which sky texture do you want to fix?
Posted: Wed Aug 13, 2003 3:58 am
by Lt. WaI2L0cK
I wanted to use 'norway_dawn'.....
ill give that bible a look tomorrow. IMO how come mapping for mohaa has to be so different and more complex than good ol' Q3? I'll get use to it I guess..thanks
norway dawn
Posted: Wed Aug 13, 2003 8:55 am
by tltrude
Norway dawn works just fine and needs no shader repairs. Are you using MOHTools or the Spearhead SDK? Do you have Spearhead installed?
Maybe you are not applying the texture right.
1. Hold down the Shift key and Left mouse click on all five of your skybox brushes (bottom brush should be common/caulk).
2. Type "sky" (without the quotes) in the text box at the top of the editor.
3. In the texture window, click on the norway_dawn image.
4. left click in the 3d window to get out of the text box.
5. Hit Crtl + F to make the texture "fit the face". Note: it will work fine without this step, but it looks nicer in editor.
6. Hit key N to check the workdspawn entity properties--should still be the same as they were before the texture was changed.
7. Hit key N again to close the entity box and Esc to deselect the sky brushes.
8. If you are using LOD terrain, the bottom skybox brush can remain caulk texture and you are done--skip to step 11. If not, hold Ctrl + Shift and Left mouse click on the inside face of the bottom skybox brush to highlight it.
9. Type "grass" or "snow" in the text box and pick a texture for your terrain.
10. Left click on the 3d window to get out of the text box again and hit Esc.
11. Your map should have at least one light entity and an info_player_start. You said you had a light inside your building, so that should be fine. Save your map and compile it (use Mbuilder if you have it).
The end.