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Author Topic: GTKRadiant full bright map problem  (Read 14539 times)
LauraNeko
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« on: February 25, 2012, 06:42:03 AM »

i'm working on my second open arena map with gtkradiant.
there are no ambient lights in my map so far but the map gets
rendered in full bright and i don't know why and what to do about it.
i tried copying only the map parts and pasted them in a new gtkradiant window
and saved the map again to make sure there isn't some invisible entity.
but when i start the map again it's still rendered in full bright.
no ambient light and no shadows from objects just full bright map.

help  Embarrassed
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Neon_Knight
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« Reply #1 on: February 25, 2012, 06:53:43 AM »

Are you using the compile options in the menu? Which one, if this is the case?
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LauraNeko
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« Reply #2 on: February 25, 2012, 06:58:39 AM »

i guess you are talkign about the Q3Maps2Build compiler program.
before i used gtkradiant the first time i was reading a tutorial.
the tutorial said to set bsp, vis, light and bspc to normal.
i didn't change anything in this menu so far since my first map.
i don't have this fullbright problem in my first map.
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LauraNeko
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« Reply #3 on: February 25, 2012, 07:02:30 AM »

the only thing i could find in the inetrnet about this problem was this
but i don't understand it:

Quote
OK I understand what you've done : compilation is divided into 3 distinct stages : BSP, visibility and lighting. And i think you've runned only the BSP stage, so there are no lights, and the level is rendered "fullbright".
To use this feature, search about ambient lights in the www. IIRC, you have to set up the worldspawn entity properly to have an ambient lighting effect.

well when i compile the map it gives me 4 files and i packed them into the map folder
so there can't be anything missing.

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Neon_Knight
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« Reply #4 on: February 25, 2012, 07:14:13 AM »

The only map files needed are mapname.aas (the bot path file) and mapname.bsp (the map itself) plus mapname.map if you plan to release it under the GPLv2 license (the one OA is under)
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LauraNeko
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« Reply #5 on: February 25, 2012, 07:17:35 AM »

yeah ok but what about the fullbrigth problem?
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Neon_Knight
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« Reply #6 on: February 25, 2012, 07:40:44 AM »

I thought you were using one of Radiant's internal compile settings. (e.g. the Compile menu)

In that case, first check that you don't have any "ambient", "_ambient", "minlight" or "_minlight" key set in the worldspawn entity.

Then, check your settings in the Light stage. Gamma should be set to 1, or not set at all.
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LauraNeko
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« Reply #7 on: February 25, 2012, 08:19:24 AM »

the settings are normal and ok they work with my other map too.
but i found out that one of the brushes(objects)is causing the fullbright problem.
now i gotta check which one exactly is causing this problem.
i'm also aksing myselfe why a brush is causing such problems.
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LauraNeko
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« Reply #8 on: February 25, 2012, 09:09:37 AM »

ok i found the problem Smiley

for some reason the map got rendered fullbright everytime
becaus some objects had to much vertecies/polygons/details(i made some round colums)
now that they have less detail the fullbright problem has gone.
i don't understand why exactly this caused the problem but it's gone now so i'm happy Smiley
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Neon_Knight
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« Reply #9 on: February 25, 2012, 10:03:33 AM »

Some shaders might have too strong lights.
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LauraNeko
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« Reply #10 on: February 25, 2012, 12:47:29 PM »

no, no it wasn't because of the shaders.it was because of the brush detail.
open arena obviosly can't handle too much detail like nice round surfaces.
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sago007
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« Reply #11 on: February 25, 2012, 02:20:40 PM »

To me it sounds like a leak. I experienced something like it then I started mapping.

By default the compilation process just continues if there is a leak but both the light-stage and vis-stage will fail. The result is a fully lit map.

Try to check if this checkbox has been checked. If not check it.


If this box is already checked then I have no other ideas.
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« Reply #12 on: February 25, 2012, 05:27:12 PM »

open arena obviosly can't handle too much detail like nice round surfaces.
that's what beziers are for
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