Lighting

teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
Having a few lighting woes. I got some beautiful tex lighitng going on, as well as a series of light entities hidden behind trim, so that they only shine directly on the wall and give that nifty "indirect lighting" feel.... And I love the texlights, as i can get that awesome glow on nearby faces... but ive run into a problem. When doing a fast VIS the map is very dark, as expected since most of my lighitng is indirect. But when I do a full VIS there is too much bounce, and the room becomes too bright and loses all that pretty contrast of color (with the texlights) and contrast of light and dark (with the indirect lighting on the walls.) I figure there is proboably a combination of command-line arguments that can fix this, but I am having trouble decyphering the documentation, even though tis pretty descriptive there are a LOT of command-line args and I dotn know which to use. All I want is a way to decrease the amount of light that bounces (and to know the default number of bounces) and possibly know how to make a light decrease in intesity more over a distance (so that the texlights will still give that wesome glow on the walls they are nearest but not contribute as much to the lighting of the room as a whole.)

EDIT: and yes, I am using XP-Cagey's build tools.

Comments

  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    lighting is calculated by rad and not by vis.
    my preferred settings for vis is -full and for rad it's -extra
    If you don't know much about all possible settings for the compilers, I would suggest you use a batch compiler front end which allows you to set the compile parameters by checking or unchecking checkboxes etc. They also provide you with the info, what parameter does what.
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=61923#dGoD-1_4' target='_blank'>Link to mapping faq with the part on batch compiler</a>
    In addition you should get the latest batch compiler specification file (in case you use the BC) which can be found <a href='http://cubed.dk/nobody/stuff/Full_Spec.zip' target='_blank'>here</a>.
    For the usage of the batch compiler check out the <a href='http://www.unknownworlds.com/forums/index.php?showtopic=50171' target='_blank'>How-to: Set Up Your Computer For Mapping</a> topic which explaint pretty well how to configure the batch compiler.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    In Rad, try using the command line -dscale 1.
    The default bounce is 1. Try using -extra as well to see if turning on the oversampling changes anything.
    If it still is bad, try using -fade # (1 is default, higher = the lights fade more quickly)
    The fade value means the light doesn't travel as far.
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    Sorcerer- I know the difference between VIS and RAD I just accidentally typed VIS instead... gah. Wish I wasn't so abesnt minded. Also I am weary of using a batch compiler, since I am using QuArK which basically IS a batch compiler in and of itself, if I understand their operation completely, and I have no idea how compatable other batch compilers are.

    Reebdog- thanks, that's exactly what i was looking for!
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    holy craptasm, reebdog, my compile time has doubled or more... meh. The cost of good lighting and mapping on a laptop, i guess. Once I get this just teh way i want it im sticking to quickcompiles till the final version, if i make one.
  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Oh yeh, sorry about that, forgot to tell you, it will increase compile time, so only use it sometimes, not for every build. Some maps your looking at half a day to compile using rad. Glad i could be of some help.
  • teh_fattsteh_fatts Join Date: 2004-06-21 Member: 29442Members
    Meh... thats what leaving your comp on overnight is for. (or, since i got to bed around 4 usuallly, more like "overmorning.)
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