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InsideQC Forums • View topic - What are you working on?

What are you working on?

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Re: What are you working on?

Postby ceriux » Wed Mar 14, 2012 2:42 am

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Re: What are you working on?

Postby Dirge Inferno » Wed Mar 14, 2012 1:08 pm

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Re: What are you working on?

Postby goldenboy » Wed Mar 14, 2012 4:04 pm

Re: Map too dark or not: I wrote something about lighting in Quake 1 as a response to this. It got too long though, so I posted it at my blog instead. It is here:

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Re: What are you working on?

Postby qbism » Wed Mar 14, 2012 4:49 pm

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Re: What are you working on?

Postby ajay » Wed Mar 14, 2012 5:47 pm

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Re: What are you working on?

Postby toneddu2000 » Wed Mar 14, 2012 8:31 pm

really really precious informations. Already bookmarked! :)
thanks a lot for sharing
- my first commercial game, made with FTEQW game engine
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Re: What are you working on?

Postby mh » Thu Mar 15, 2012 1:43 am

Lighting's a bitch. I must write up my own thing about it someday soon; I've already covered most of what I have to say in various blog posts but it's quite scattered and needs to be consolidated and focussed.

gb's covered the "dark but not dark" thing very well; my obsession is with brightness. The various places it gets clamped, what the possible solutions i've tried are, what ones I've rejected (and why), how high can you go anyway (it turns out to be surprisingly high), preservation of fidelity when going high, etc.
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Re: What are you working on?

Postby ceriux » Thu Mar 15, 2012 3:02 am

someone should write up a howto on lighting outdoor maps, i find it kind of hard. esp in quake.
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Re: What are you working on?

Postby leileilol » Thu Mar 15, 2012 7:20 am

that ain't hard at all. use a proper light compiler with sun support
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Re: What are you working on?

Postby goldenboy » Thu Mar 15, 2012 9:16 am

Yes, use sunlight. Unless it is nighttime. Well, even then you can have moonlight - it is never 100% dark at night.

Different light tools have different implementations of this.

In Bengt Jardrup's (aka AguirRe's) light tool and its descendants, you put certain keys into worldspawn, the most important one being _sunlight (this is pasted from one of my maps):

"_sunlight" "255"
"_sunlight3" "60"
"_sun_mangle" "130 -60"
"sky" "purple_"
"_sunlight_color" "1 0.8 1"

I believe you can only have the colour value in newer versions (MH's? BSP2 version? not sure). _sky loads a skybox; make sure sun_mangle is set in accordance with the actual sun in the skybox. You don't want the sun in the east with the sunlight coming from the west...

In hmap2, place a point light to serve as the sun (or several), target it at an info_notnull (? I forget, it's been awhile) and then IIRC there is a key or something that tells the light tool to treat it as sunlight. It's in the documentation, sorry I don't use hmap2 at the moment.

Edit; the bit about functional lighting still applies, even in an outdoor setting. Light should still guide the player. See here:

http://media.moddb.com/images/mods/1/15 ... -04-13.png

http://img119.imageshack.us/img119/786/pripyat38za5.jpg

http://guidesmedia.ign.com/guides/48046 ... pyat_3.jpg

http://imageshack.us/photo/my-images/51 ... t20al1.jpg

http://www.cheats.ru/uploaded/e/enemyte ... s02254.jpg

Not always easy to do. If you can't use light to mark important spots, then you'll have to make do with ambient sounds, silhouette, or the good old minimap.
I'll add this to the other post I guess.
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Re: What are you working on?

Postby ajay » Sun Mar 18, 2012 6:28 pm

Updating the doors in equake.bsp to rotating 'real' ones. As for now they just open on player touch, I am considering a button press though. Changed the lighting on the pub from uplwards spotlights, which, while in keeping with some pubs I know, looked rubbish in the game. Blame youtube for the darkness, its nothing like as dark as it seems.

http://www.youtube.com/watch?v=tnwCdlMSVKc&hd=1
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Re: What are you working on?

Postby goldenboy » Sun Mar 18, 2012 6:56 pm

I've been pondering to reactivate the use button in RMQ for a while.

In a way, you could argue that it's not "gamey", but DOOM requires a button press to open doors and no one ever complained...
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Re: What are you working on?

Postby ajay » Sun Mar 18, 2012 10:17 pm

A nice long, self-indulgent blog post.
http://earthquakemod.wordpress.com/2012 ... 03_2012-2/
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Re: What are you working on?

Postby Spirit » Mon Mar 19, 2012 8:29 am

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Re: What are you working on?

Postby Dirge Inferno » Mon Mar 19, 2012 3:22 pm

Trying out this shader editor for Quake 3.
Image
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