realtime world lights vs realtime dynamic lights

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realtime world lights vs realtime dynamic lights

Postby vis1 » Thu Nov 16, 2006 1:09 pm

I notice among the effects options, there are these modes of lighting. I guess one of them, probably the realtime dynamic lights, enables the flashes of light from explosions of weapon fire, and the weapons firing. Is this correct?

If it is, then what are realtime world lights in nexuiz? If not what are realtime dynamic lights and what are realtime world lights?

I was hoping to put a light on a map that moves around, using a brush textured with a light emitting shader and associated with a func_train entity or something similar. However it appears that nexuiz calculates the light effect on the surroundings of this brush only in its initial position, and doesn't continue re-calculating the effect as the object moves along its path. Is it possible to have a moving light source in nexuiz in this or some other way?
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Postby esteel » Thu Nov 16, 2006 2:30 pm

I'm not sure if you can do a moving realtime light as the func_train had some problems but in general you are right. You can also edit the realtime world lights by loading up your map and editing them using some of the commands explained here: http://alientrap.org/wiki/pmwiki.php?n= ... ights_help
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Postby vis1 » Thu Nov 16, 2006 3:19 pm

thanks for your reply and the helpful link to the realtime lights editing info, i will continue investigating light emitting func_trains.
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Postby Strahlemann » Thu Nov 16, 2006 3:24 pm

I never tried the func_train, but i can tell you that moving dynamic_world_lights are not possible using the g_editlights commands.
They can only blink and stuff like that.

If you find a workaround to get world_lights moving, tell me ;)
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Postby vis1 » Fri Nov 17, 2006 1:16 am

I went to #darkplaces on irc.anynet.org, and asked Lord Havoc about the possibility of moving lights. I am not sure if I understood him correctly, but he seemed to say that it is possible to have a func_train which emits light. I think he suggested that the method was that in among the group of brushes that use a particular func_train entitity, one of them should have the common/origin texture. And somehow this could be used to make light emit from that point. I tried to ask him to explain further, but he must have been preoccupied or uninterested.

Of course just because it is possible in the darkplaces engine, i guess it doesn't mean its possible in Nexuiz.

I wonder if it is possible that nexuiz could be improved in the future by supporting the case, where if I draw a func_train with a shader texture that emits light using q3map_surfacelight, that when the train moves, the surfacelight produced by its brushes, moves with it, instead of sitting in the initial position of the train? Perhaps I should post a message about this in the development section of these forums...

Lord Havoc also stated that it should be possible to having moving world lights, if you wrote some quakec code to provide suitable new entities to use in gtkradiant. I suppose that means writing a suitable mod for nexuiz.
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Postby divVerent » Fri Nov 17, 2006 6:29 am

vis1 wrote:I went to #darkplaces on irc.anynet.org, and asked Lord Havoc about the possibility of moving lights. I am not sure if I understood him correctly, but he seemed to say that it is possible to have a func_train which emits light. I think he suggested that the method was that in among the group of brushes that use a particular func_train entitity, one of them should have the common/origin texture. And somehow this could be used to make light emit from that point. I tried to ask him to explain further, but he must have been preoccupied or uninterested.


Did you even try? This should work fine...

Of course just because it is possible in the darkplaces engine, i guess it doesn't mean its possible in Nexuiz.


No, it should work perfectly in Nexuiz. Unless the engine feature for that is broken, I have no idea if it actually works.

I wonder if it is possible that nexuiz could be improved in the future by supporting the case, where if I draw a func_train with a shader texture that emits light using q3map_surfacelight, that when the train moves, the surfacelight produced by its brushes, moves with it, instead of sitting in the initial position of the train? Perhaps I should post a message about this in the development section of these forums...


The game code cannot know if an entitiy contains a light emitting texture.

Lord Havoc also stated that it should be possible to having moving world lights, if you wrote some quakec code to provide suitable new entities to use in gtkradiant. I suppose that means writing a suitable mod for nexuiz.


Possibly - but why if you can do it using dynamic lights? Did you even try?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby vis1 » Fri Nov 17, 2006 9:15 am

Well div0 explained to me on IRC how to achieve what I wanted, namely to make a func train which emits light.

The way to do it, is in gtkradiant to use the keys and values for entities (like func_train) described in a couple of files in the nexuiz source code, namely:
in the section called "TENEBRAE_GFX_DLIGHTS" in qcsrc/server/extensions.qh
qcsrc/server/g_lights.qc

This method doesn't exactly allow us to have moving world lights. However, if we make a func_train based on a brush, the result is identical, except there is a visible brush producing the light. I tried setting the texture of the func_train brush to common/invisible, but that seems to turn off the dynamic light associated with that brush.

I made a simple example map to test the dynamic lights here:

[url]http://www.members.optusnet.com.au/~msephton/test_dlight.pk3[/url]
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Postby divVerent » Fri Nov 17, 2006 11:56 am

If nothing else works to make an "invisible" moving light, make a completely transparent nonsolid brush and let that move. You can for example use a black texture and apply "blendFunc GL_ONE GL_ONE" to its texture.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby leileilol » Fri Nov 17, 2006 12:23 pm

or .effects = EF_ADDITIVE. :idea:
field hockey
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