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Wrong Quake lighting in Wolrdcraft ?

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  • Wrong Quake lighting in Wolrdcraft ?

    I hope somebody here can help me. I was very interesting in making single player maps in Quake 1 and found here on the Forum programms and tutorial links for it. I use Worldcraft/Hammer and the Quakeadapter and everything works fine. I have make some small maps and trying different stuff they compile right and start. But the lighting isn't just right... I don't know what's wrong. I downloaded the original quake one maps in a .map format and there is the same problem.

    The map E1M1.bsp for example. Some corners and the first double door left is way to black. On the door you can't even see the textures....
    Many places are pretty same as in the game but when i started the original map in the Pak0.pak not through Worldcraft everthings is normal.


    I use fitzquake085.exe for the game and the Quakeadapter tools for compiling and testing.

    What tha hell am i doing wrong ???
    Please reply cause i want to make a real map and not test maps anymore, and that's the only problem that prevents me from getting starting.

    sorry for bad english i am from germany!

  • #2
    Which lighting tool are you using? There is a very subtle bug in some of them where this happens. It's also visible in DM1 (see attached for correct lighting, with the bug the shadow just to left of center is much darker).
    Attached Files
    IT LIVES! http://directq.blogspot.com/

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    • #3
      my Rad executable in Worldcraft is light.exe. It was in the Quakadapter i think.. Which one is working better ?

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      • #4
        Originally posted by mhquake View Post
        Which lighting tool are you using? There is a very subtle bug in some of them where this happens. It's also visible in DM1 (see attached for correct lighting, with the bug the shadow just to left of center is much darker).
        fyi .. The Quake Adapter includes aguirRe's map compile exes.

        Originally posted by BobbbyBob View Post
        I hope somebody here can help me. I was very interesting in making single player maps in Quake 1 and found here on the Forum programms and tutorial links for it. I use Worldcraft/Hammer and the Quakeadapter and everything works fine. I have make some small maps and trying different stuff they compile right and start. But the lighting isn't just right... I don't know what's wrong. I downloaded the original quake one maps in a .map format and there is the same problem.

        The map E1M1.bsp for example. Some corners and the first double door left is way to black. On the door you can't even see the textures....
        Many places are pretty same as in the game but when i started the original map in the Pak0.pak not through Worldcraft everthings is normal.


        I use fitzquake085.exe for the game and the Quakeadapter tools for compiling and testing.

        What tha hell am i doing wrong ???
        Please reply cause i want to make a real map and not test maps anymore, and that's the only problem that prevents me from getting starting.

        sorry for bad english i am from germany!
        I'd ask at the Func_Msgboard mapping help thread. They have more than a few German speakers as well:

        Func_Msgboard: Mapping Help

        The reason I recommend this: Func_Msgboard is pretty much where Quake maps get made and therefore they have a lot more mappers.
        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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        • #5
          thanks for the advice Baker! I'd post there , but if anybody else here in the forum understand my problem and have an idea. Please let me know.

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          • #6
            There are a lot of command-line options to tweak the light tool.. and the default settings that come with WC will most definitely not be the same as what id originally used.. check out this document for the details..

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            • #7
              In the func_msgboard forum someone else told me nearly the same what = peg = said.

              ------------------------------------------------
              #9158 posted by ijed [190.20.110.244] on 2009/11/06 02:15:14
              Its an optimisation (AFAIK) of AguirRe's that the compilers don't light all brush entities no matter where they are, like id's did.

              Definately a plus, but also shows another b0rky map feature common in the originals.

              Mind you, very easy to be aloof ten years+ after the fact.

              ------------------------------------------------

              I didn't know that. Thought it was a serious problem in my settings. Now i will try to make some bigger maps

              Thanks for the help!

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