Page 1 of 2
Settings for sharp light?
Posted: Wed Jan 21, 2004 12:15 am
by Bjarne BZR
Hi mappers!
I wonder if there is any combination of worldspawn/compile setting ( or other trix ) that result in really sharp shadows?
I want an early morning with alow sun and long sharp shadows...
Posted: Wed Jan 21, 2004 12:01 pm
by Bjarne BZR
OK: don't all post at once
The worldspawn settings are as following:
Code: Select all
ambientlight / 6 6 6
suncolor / 70 70 70
sundirection / -42 45 0
I tried the following light compole flags:
Code: Select all
-bounce 0
-radscale 0
-attenuate 2
Can someone explain in more detail these wordspawn entries? What is the effect on lighting when used?
"sundiffuse" fraction of the sunlight to make diffuse (default 1)
"lightmapdensity" default lightmap density to be used for all surfaces
"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.
"skyalpha" initial value of the sky's alpha, defaults to 1
Posted: Wed Jan 21, 2004 1:11 pm
by jv_map
lightmapdensity is what you're looking for

set it lower for better shadows

Posted: Wed Jan 21, 2004 5:07 pm
by Bjarne BZR
Ah!

Thanx, I'll try that... And what happens if I decrease it? Even more "fluffy" shadows?
Posted: Wed Jan 21, 2004 7:05 pm
by jv_map
No if you decrease it the lightmaps get sharper, so actually 'density' isn't the right word. It's more the size of the blocks that can be seen on lightmaps, especially when using -fast lighting.
Posted: Wed Jan 21, 2004 9:51 pm
by wacko
i think, u can set the 'density' for each face seperately in the Surface inspector which might make sense if u need those sharp shadows just on some places. Choose the face where the shadow will be drawn on (Ctrl+Shift+LM on that face of the unselected brush) and press 's'. in 'density' u'll find '(default)'. Change this to lets say 4.
Posted: Thu Jan 22, 2004 1:36 pm
by Bjarne BZR
What is the default value of lightmapdensity?
I tried with 2, 4, 8 and 16... they all broke the light compile with an error.
Did not work until I set it to 32... and that looked ( to my eyes ) the same as not setting a lightmapdensity value at all...
Posted: Thu Jan 22, 2004 2:55 pm
by jv_map
What error did you get?
Posted: Fri Jan 23, 2004 1:43 am
by Bjarne BZR
This:
Code: Select all
C:\DOCUME~1\Bjarne\MYDOCU~1\MOHAA\maps\obj>"C:\PROGRA~1\MOHAAT~1\MOHlight.exe" -
bounce 0 -attenuate 0 -radscale 0 -gamedir D:\Games\MOHAA C:\DOCUME~1\Bjarne\MYD
OCU~1\MOHAA\maps\obj\obj_canal_2004-01-20_d.map
======== MOHlight Version 1.48 ========
Number of radiosity bounces = 0
Using radiosity attenuation = 0.0%
Using radiosity scale = 0.0
----- FS_Startup -----
----------------------
18492 files in pk3 files
reading C:\DOCUME~1\Bjarne\MYDOCU~1\MOHAA\maps\obj\obj_canal_2004-01-20_d.bsp
reading C:\DOCUME~1\Bjarne\MYDOCU~1\MOHAA\maps\obj\obj_canal_2004-01-20_d.vis
************ ERROR ************
MAX_MAP_LIGHTING exceeded from 548 lightmaps
This version of the map had lightmapdensity = 8.
The MAX_MAP_LIGHTING exeeded from larger numbers the lower the lightmapdensity...
Posted: Fri Jan 23, 2004 8:23 am
by wacko
Have u tried my suggestion? Btw, maybe u can help me in
http://dynamic4.gamespy.com/~map/mohaa/ ... highlight=?
Posted: Fri Jan 23, 2004 10:21 am
by Bjarne BZR
Wacko wrote:Have u tried my suggestion?
No, as I want all of the map sharply lit...
Posted: Fri Jan 23, 2004 11:05 am
by rOger
The error seems to indicate that the size of the lightmap is to big. This is probably due to the fact that useing 8 as density will make it 16 times bigger than with the default value of 32. Most likely you don't need sharp shadows on every surface in the game to make it look like it's sharp. I'm thinking of roofs, stairs, windows, raillings and all the small details that might be all in shadow or not have any shadow pass over them at all.
Posted: Fri Jan 23, 2004 11:13 am
by Bjarne BZR
Yeah... I guess you have a point there... I guess it would be enough to set it on some ground and wall brushes.

Posted: Fri Jan 23, 2004 8:29 pm
by wacko
thnx, rOger!
that's what I was thinking of but couldn't explain

Posted: Sat Jan 24, 2004 4:59 pm
by Bjarne BZR
OKI, I'm making some progress... setting Density 8 on brushes gives it the result I want ( compare the 2 shadows pointed out at point B in the pics below ).

But I have also come across 2 new light ( actually shadow ) problems.
1) The script_object bridge does not cast shadows,
Bridge made of regular brushes:

Bridge converted to script_object :

Must I really make a "skeleton bridge" out of common/shadowcaulk, or is there a command like -staticshadows that affect script_objects?
2) As you can see in these 2 pics, the model static_natural_tree_regularpalm has a stupid flat area that affexts shadowing badly when using the -staticshadows flag on light compile.
Radiant :

MOH:AA :

Not that big a problem as I can remove the defect shadows by pointing the face 90 degrees away from the sun ( It just irritates me that I had to compile the map for 24h to find this out ).