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Author Topic: Lighting maps  (Read 4378 times)

wotwot

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Lighting maps
« on: February 28, 2008, 06:59:08 pm »
Hi
I

nemchenk

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Re: Lighting maps
« Reply #1 on: February 29, 2008, 12:46:53 am »
...didn't finish your sentence!  ;D

The forum seems to do this to some people's posts -- edit using a separate (simple) text editor, and check after you posted to make sure it is there. It seems maybe special characters like "fancy quotes" etc screw things up.


HTH,

nemchenk

wotwot

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Re: Lighting maps
« Reply #2 on: February 29, 2008, 01:39:35 am »
When I compile a map, the shadows appear kinda blocky. I was wondering how to make shadows less blocky/more blurred like in Village-day maps. Is there some parameter for it maybe? I can handle Radiant quite well but this lighting/shadowing thing is sth that I havent figured out yet.

Damn I hate this forum allready, it took few tries to post this message too  :P
« Last Edit: February 29, 2008, 01:42:04 am by wotwot »

wotwot

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Re: Lighting maps
« Reply #3 on: March 01, 2008, 02:02:23 am »
Another question: How to make mapmodels cast shadows? I got picture that I need to use geometry that is invisible in-game to cast shadow for the model. The problem is that I cant make geometry with nodraw-flag to cast shadows..

Offline BTAxis

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Re: Lighting maps
« Reply #4 on: March 01, 2008, 02:51:08 am »
Strange, that should work.

wotwot

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Re: Lighting maps
« Reply #5 on: March 01, 2008, 07:35:32 am »
I have this same problem on two different windows machines. I have evaded this problem by copying piece of geometry with nodraw-flag from some map included with the game and then using it as seed for geometry I want to have nodraw flag.. Im confused.

Offline Mattn

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Re: Lighting maps
« Reply #6 on: March 01, 2008, 09:01:57 am »
use some parameters to get extra samples

e.g.
./ufo2map -extra -chop 256 -radchop 256 <mapname>

you can also play around with the bounce parameter - e.g. -bound 2

wotwot

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Re: Lighting maps
« Reply #7 on: March 02, 2008, 04:38:35 pm »
Thank you :)