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OpenArena Contributions => Development => Topic started by: baronofhell on April 12, 2007, 01:08:36 PM



Title: Compiling question
Post by: baronofhell on April 12, 2007, 01:08:36 PM
How do I compile my map if I want the game to look exactly like in the editor. That is, no lighting, shadows nothing.

Cheers!


Title: Re: Compiling question
Post by: fromhell on April 12, 2007, 01:35:34 PM
You just run q3map / q3map2. Don't do any -light.


Title: Re: Compiling question
Post by: Caldiar on April 13, 2007, 01:44:38 AM
Actually "just compiling" will result in horrible looking surfaces. All of the textures will be super washed-out and everything would be kicked up on overbright.

To avoid this and get textures to look like they do in the editor you should use ambient lighting. To add ambient lighting to your map, if you dont know, you need to select a worldspawn brush (ie a floor brush) and open up the Entity Window (assuming you're using GTKRadiant).

Key: _ambient
Value: Play with the numbers until you get the ambient right for you.

Because it's ambient lighting no shadows will be made and everything gets a nice even flat lighting to it :)

Here's a shot of how Ambient 50 looks on my latest CTF map for Quake 3 that I'm working on:
(http://i12.photobucket.com/albums/a242/caldiar/shot0003.png)


Title: Re: Compiling question
Post by: fromhell on April 13, 2007, 03:32:17 AM
Actually "just compiling" will result in horrible looking surfaces. All of the textures will be super washed-out and everything would be kicked up on overbright.


an alt-enter solves that bright problem.