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Author Topic: Dark Avatars  (Read 8351 times)
JoeSox
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« 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
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GrosBedo
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« Reply #1 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?
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WingedPanther
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« Reply #2 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.
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JoeSox
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« Reply #3 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


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
{
qer_editorimage textures/waterpark_sky/hills_ft.tga
q3map_globaltexture
q3map_lightsubdivide 256
surfaceparm sky
q3map_surfacelight 200
        q3map_sun 1 1 1 80 200 60
skyparms textures/waterpark_sky/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.
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fromhell
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« Reply #4 on: March 03, 2012, 07:00:58 PM »

Q3map2 gamma doesn't brighten the lightgrid
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Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
JoeSox
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« Reply #5 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.
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grey matter
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>9k


« Reply #6 on: March 03, 2012, 07:54:32 PM »

Code:
textures/waterpark_sky/ely_hills
{
qer_editorimage textures/waterpark_sky/hills_ft.tga
q3map_globaltexture
q3map_lightsubdivide 256
surfaceparm sky
q3map_surfacelight 200
        q3map_sun 1 1 1 80 200 60
skyparms textures/waterpark_sky/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).
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JoeSox
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« Reply #7 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.
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