Quake 3 global light

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Quake 3 global light

Post by j3st3r »

What is the best way to add global light level to a map other than ambient (which tends to make things look washed out) or placing light entities everywhere (which is a pain in itself to get right)?
obsidian
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Re: Quake 3 global light

Post by obsidian »

_minlight?
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VolumetricSteve
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Re: Quake 3 global light

Post by VolumetricSteve »

I guess then it comes down to what kinds of level art and detail you're working with....also how is it you have a map that's too hard to manually light?


Use....brighter textures I guess

or code your own shaders that emit a little bit of light?
j3st3r
Posts: 97
Joined: Fri Oct 01, 2010 11:02 pm

Re: Quake 3 global light

Post by j3st3r »

Still new to Q3 mapping so I was wondering what my options were as far as lighting up a level without dumping in a lot of lights or using ambient like you did in Q2 but thanks for answering.
obsidian
Posts: 10970
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Re: Quake 3 global light

Post by obsidian »

My usual process is to use skylights and surfacelights first. Then add point lights. Then if needed, _minlight or compile switches to fine tune.
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stevec
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Joined: Fri Aug 13, 2010 12:35 am

Re: Quake 3 global light

Post by stevec »

NetRadiant features floodlighting, this is somewhat similar to using the minimum ambient lighting key (but it looks somewhat nicer/less washed out).

http://dev.alientrap.org/projects/netra ... r_features
dichtfux
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Re: Quake 3 global light

Post by dichtfux »

I try to get as many places as possible lit with skylight (both in q2 and q3) because it looks cool and saves tons of work, then I place lights manually for the rest. I always use a bit of ambient/_minlight, too.
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