Title: Dark Avatars Post by: JoeSox on March 03, 2012, 03:19:08 PM Has anyone have a clue why avatars/bots are too dark in my map?
I have tried the same sky/shader in a smaller map to test and avatars/bots look fine. Maybe the shader q3map2 makes? (see attached if needed) Example video of darkness... http://youtu.be/QkUwSqctUwE (http://youtu.be/QkUwSqctUwE) Title: Re: Dark Avatars Post by: GrosBedo on March 03, 2012, 03:29:02 PM off-topic: your map looks like AMAZING!
on-topic: maybe you need to set something like map over bright bits or another global illumination var in the map? Title: Re: Dark Avatars Post by: WingedPanther on March 03, 2012, 04:16:57 PM Agreed, the map looks awesome!
My guess, OA is naturally dark. I have to ramp up the gamma quite a bit to get the bots and normal maps to look right. It appears you are making a VERY light map and that you're using little or no gamma when you run it. I bet it would be insanely bright for me. Title: Re: Dark Avatars Post by: JoeSox on March 03, 2012, 05:30:08 PM I think I found a clue. When I build with "Q3Map2: (test) BSP -meta -flares, -vis -fast, -light -fast -super 2 -filter"
I get the following (http://farm8.staticflickr.com/7044/6804255898_6578b1e7fd_d.jpg) I am not sure if you veterans have seen that before or not. Here is the settings for the sky shader: Code: textures/waterpark_sky/ely_hills I played around with r_gamma but I don't think that is it as I never had issues before with my previous maps. Title: Re: Dark Avatars Post by: fromhell on March 03, 2012, 07:00:58 PM Q3map2 gamma doesn't brighten the lightgrid
Title: Re: Dark Avatars Post by: JoeSox on March 03, 2012, 07:44:38 PM I am trying
_minlight 25 _color 1 1 1 In the test build the darkness goes away. I'm doing the full build now to see if that will work or not. It probably will. Title: Re: Dark Avatars Post by: grey matter on March 03, 2012, 07:54:32 PM Code: textures/waterpark_sky/ely_hills You should be using q3map_skylight (and q3map_sunExt). From the shader manual; Quote q3map_lightSubdivide N [..] Can have an increasingly "darker" effect when used with -fast. Compensate by raising the surface light value. For sky shaders, use q3map_skylight instead (see Appendix I: Light Emitting Shaders). Title: Re: Dark Avatars Post by: JoeSox on March 03, 2012, 09:56:33 PM Quote You should be using q3map_skylight (and q3map_sunExt). From the shader manual; Quote q3map_lightSubdivide N [..] Can have an increasingly "darker" effect when used with -fast. Compensate by raising the surface light value. For sky shaders, use q3map_skylight instead (see Appendix I: Light Emitting Shaders). Yes, this is a good solution. thanks. |