Few questions

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Anton
Posts: 6
Joined: Tue Jul 07, 2009 5:01 am

Few questions

Post by Anton »

So, as I said before I'm a starting level designer, so I'm supposed to have some questions concerning radiant. First of all, I'm using radiant 1.3 at the moment (but have 1.5 one as well) & designing for Q3.

1. Lighting. All my maps get either too dark or the walls look too 'spotted' with light. Is there any algorhythms for creating lights for:
- 64 units wide corridor
- 96 units wide corridor
- a small room (384x384)
- a large room (1024x1024)

2. Multitriggered brushes. Is it possible, for example, to create a moving light? Moving portal?

3. Camera. In 1.1 version I used to have solid & opaque brushes in the camera view. Now I see only their outlines. Is it possible to fix it?


Thanks in advance for your replies! :)
speaker
Posts: 167
Joined: Sun Jan 13, 2008 8:34 pm

Re: Few questions

Post by speaker »

Hi,

Your questions are all concerning fairly basic stuff which are adequately described in different tutorials & guides. Please, read these documents (see the topic 'Starting Quake Mapping - Link Resources' above; there is plenty to read). Ask a question on the forum only if you cannot find the answer or do not fully understand what is presented in the documents. If you proceed in this way, you will have a better chance of getting useful help.
krekits
Posts: 19
Joined: Wed Aug 08, 2001 7:00 am

Re: Few questions

Post by krekits »

I haven't been mapping for q3 for 7-8 years, but here's an attempt to answer your questions.

1. Am not aware of any algorithms, but if you arenät using -bounce as a switch yet, try it?

2. Nope, a moving light is not possible.

3. Most certainly. Dunno how though. Could your video card be the culprit?
Anton
Posts: 6
Joined: Tue Jul 07, 2009 5:01 am

Re: Few questions

Post by Anton »

Thanks for your reply, krekits!

Concerning the answer to the third question: when I used 1.1 version, it was 2004 or 2005 year or so, therefore my videocard or processor or whatsoever the ironmongery, was supposed to be worse than current. So, that implies it can be switched on somewhere in the menu albeit I have already rummaged through it four or five times...
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Few questions

Post by obsidian »

64 units is pretty small for a corridor. Hallways are generally 128-256 units wide. You have to "exaggerate" the dimensions in Q3 since the player can run and jump several times faster than a real person.

1) There are a whole lot of ways to light up an area in Q3, compiling with Q3Map2 and -bounce is a good idea. You can also experiment with dropping in low powered point lights to simulate some ambient lighting. You can also add global ambient light though that has a tendency to wash out your shadows.

2) No. Entities can only be a single entity at a time, you cannot group entities together or make one inherit properties of another entity. A point light for example can only be a point light, it cannot be attached to a mover entity. The only exception are models which you can attach to some mover entities. You can also create elaborate "fake" moving lights by attaching a light made of brushes and shaders to a mover like the jets on the bottom of the hovering platforms in q3dm19. They won't actually give off light, but they'll look cool.

3) Check your camera render mode. In GtkRadiant 1.4.0 (I think the same in 1.3) there's a button in the tool bar that toggles between wireframe, shaded and textured views. In GtkRadiant 1.5.0, it's in your preferences > Settings > Camera > Render Mode. If you're using an integrated Intel GPU, search for the thread dealing with this, since it's a driver issue that has been discussed.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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