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InsideQC Forums • View topic - Light colour

Light colour

Discuss the construction of maps and the tools to create maps for 3D games.

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Light colour

Postby ajay » Sun Apr 01, 2012 4:02 pm

I know this has been discussed here before, so much so that I'm pretty sure I was part of it. Anyway how do you set colour for lights? I was sure it was "color" as a key then something like "0.8 0.4 0.3" etc as the value. Tried it, but no luck. Cheers. ajay.
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Re: Light colour

Postby toneddu2000 » Sun Apr 01, 2012 4:24 pm

try with _color
- my first commercial game, made with FTEQW game engine
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Re: Light colour

Postby ajay » Sun Apr 01, 2012 5:11 pm

Thanks, just tried that; no luck :(
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Re: Light colour

Postby mh » Mon Apr 02, 2012 1:22 am

Some light tools take a 0-1 range, others take a 0-255 range, so try that.
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Re: Light colour

Postby toneddu2000 » Mon Apr 02, 2012 7:55 am

what kind of q3map2 compiling settings do you use?
- my first commercial game, made with FTEQW game engine
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Re: Light colour

Postby Chip » Mon Apr 02, 2012 11:51 am





Fear not the dark, but what the dark hides.
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Re: Light colour

Postby ajay » Mon Apr 02, 2012 12:26 pm

I'm using LightBSP2...
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Re: Light colour

Postby mh » Mon Apr 02, 2012 5:23 pm

LightBSP2 should work (otherwise I'd have the hellhound that is GB&Co on my trail...)
It should also support both light ranges and be able to autodetect which one is used in the map (sigh - more Quake standards fragmentation... rant for another day...)

A possible cause is this: there are some BSP compilers that will strip out light entities as an "optimization" step, because saving a coupla k here and there is just so so important in these days of 1TB hard drives. Maybe open the BPS file in something like Wordpad before lighting it, check a light entity and make sure that everything needed is still there.
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Re: Light colour

Postby ajay » Mon Apr 02, 2012 5:51 pm

Is there anything I have to use with lightBSP2, e.g. -coloured etc? Or should it work as is?
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Re: Light colour

Postby mh » Mon Apr 02, 2012 11:40 pm

Should just work. I've double-checked the code and can confirm that there are no special options for it, that the keys are color or _color, and that it should autodetect the range (0..1 or 0..255) and calibrate itself.

Maybe try a 0..255 range on one light source in a test map just to ensure?
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Re: Light colour

Postby frag.machine » Tue Apr 03, 2012 12:16 am

May I suggest to create a simple test map, a box with a single colored light to check things ?
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Re: Light colour

Postby ajay » Tue Apr 03, 2012 2:50 pm

Thanks both; I've tried a test map, both from within the mod directory and id1. I've tried _color and color, variants of up to 1.0 and 255, I've even tried colour instead of color, but no dice. Iv'e run a different test map with coloured lighting (not one made by me) and naturally DirectQ displays the coloured lights. Has anyone got a .map/.rmf with coloured lights I could look at?
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Re: Light colour

Postby Spike » Tue Apr 03, 2012 3:13 pm

is the generated .lit file written to the right place? is it written at all?
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Re: Light colour

Postby ajay » Tue Apr 03, 2012 3:20 pm

Oh Spike you bloomin' genius. The problem was that I copied the .bsp from one folder to the mod folder/maps within the batch file, all I had to do is copy the .lit file too and it works. Cheers muchly :)


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Re: Light colour

Postby Spike » Tue Apr 03, 2012 8:03 pm

external files suck.
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