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Author Topic: Compiling question  (Read 8050 times)
baronofhell
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« 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!
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fromhell
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« Reply #1 on: April 12, 2007, 01:35:34 PM »

You just run q3map / q3map2. Don't do any -light.
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Caldiar
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« Reply #2 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 Smiley

Here's a shot of how Ambient 50 looks on my latest CTF map for Quake 3 that I'm working on:

« Last Edit: April 13, 2007, 01:56:34 AM by Caldiar » Logged
fromhell
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« Reply #3 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.
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
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