Blocking unwanted light

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Mon Jul 23, 2007 8:48 am

  • I have light leaking in through the intersections of the brushes on my map. Most of this seems to be "sunlight" from the skybox. Could this be prevented by placing a brush with an appropriate clipping texture between the "sky" brushes and the surfaces that are not supposed to be illuminated? Is there another way to deal with this?

    Or is this an engine bug I'm just going to have to live with?
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Mon Jul 23, 2007 10:03 am

  • If you have a patch blocking light, make sure you compile with -patchshados in the -light phase, or light will just slip right through those. if nothing else help you can add a slab of caulk (it blocks light, thats the same as castinig shadows, so be carefull or you will get phantom shadows) between the lightsource and the "light leak".

    If you have a map that dont need a box arround it as sky (like a space floater does) its a better practice to just plug the holes in the sky/roof with skybox textuered slabs.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Mon Jul 23, 2007 8:41 pm

  • tZork wrote:If you have a patch blocking light, make sure you compile with -patchshados in the -light phase, or light will just slip right through those. if nothing else help you can add a slab of caulk (it blocks light, thats the same as castinig shadows, so be carefull or you will get phantom shadows) between the lightsource and the "light leak".

    Tried this now, and the caulk slab made no difference.
    If you have a map that dont need a box arround it as sky (like a space floater does) its a better practice to just plug the holes in the sky/roof with skybox textuered slabs.
    Eh? The skybox is where the light is coming from in the first place, as far as I can tell.

    Oh well.. maybe I'll just have to live with the leaky lights...
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Tue Jul 24, 2007 2:09 am

  • You could just light those areas, maybe with floor lights. Then you wouldn't see the leaks so much.
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Tue Jul 24, 2007 6:15 pm

  • If you put a link to the map here and ss the place where light is leaking ill have a look at it, this is never a unsolvable problem, its just hard to know what to do and what the problem is without looking at the acctual map.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Tue Jul 24, 2007 9:23 pm

  • tZork wrote:If you put a link to the map here and ss the place where light is leaking ill have a look at it, this is never a unsolvable problem, its just hard to know what to do and what the problem is without looking at the acctual map.

    Ok. Here:

    http://www.notam02.no/~clund/nexuiz/RustVents.pk3

    As for where the problem is, just go inside and look at the floor-wall intersections in the darker areas. The leaky light is present just about everywhere indoors.

    BTW: What you're looking at is one half of a CTF map. That big "valley" is where the map will be mirrored.
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Tue Jul 24, 2007 10:01 pm

  • The pk3 is incorrect btw. Make a zip of the directory (with stuffit), not a zip containing a dir with that folder in it.

    Also, I think he meant the map source (the .map file), not the compiled map (although thats nice too). :)


    I played your map, and aside from the leaking light, I have these comments:

    The map geometry is cool and interesting. However, the repeated use of the same 3 textures are absurdly boring. Some variation, especially on the walls and different textures for the vents and pipes vs. walls would seriously improve it. Right now the walls are too damn bland and monochrome.

    Maybe add some stuff on the top level, and a higher sky.


    Other than those its pretty cool. I assume you will put in jump pads and such when its done. GJ :D
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Tue Jul 24, 2007 11:09 pm

  • torus wrote:The pk3 is incorrect btw. Make a zip of the directory (with stuffit), not a zip containing a dir with that folder in it.

    Stuffit adds .DStore files, afaik - and Nexuiz won't play those. What I'm doing is "zip -r [mapname] *" - after removing all the .DStores...

    Also, I think he meant the map source (the .map file), not the compiled map (although thats nice too). :)


    But the leaky light only shows in the compiled map...

    The map geometry is cool and interesting. However, the repeated use of the same 3 textures are absurdly boring. Some variation, especially on the walls and different textures for the vents and pipes vs. walls would seriously improve it. Right now the walls are too damn bland and monochrome.

    Yeah, I can see that. I was thinking about making a different, more metallilc texture for the pipes. They blend in with the walls too much the way they are now.

    Maybe add some stuff on the top level, and a higher sky.

    Actually, I added a player clip brush to prevent the players from getting up on the roof. I figured there were more than enough passages in the map as there is.

    Other than those its pretty cool. I assume you will put in jump pads and such when its done. GJ :D

    Thanks. B)

    But where would you want the jump-pads? You can get anywhere on the map with the "laser" - although there are places that might take some practice...
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Wed Jul 25, 2007 12:16 am

  • torus is right, i need the mapfile to get the compleate picture.
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
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Wed Jul 25, 2007 4:26 am

  • Clueless Newbie wrote:But where would you want the jump-pads? You can get anywhere on the map with the "laser" - although there are places that might take some practice...


    Mostly, leading into the pipes, especially the higher ones. Relying on the laser gives experienced players an unfair advantage, as well as slowing down gameplay. Do what feels right.
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Wed Jul 25, 2007 7:54 am

  • tZork wrote:torus is right, i need the mapfile to get the compleate picture.

    Ok. I've uploaded it again. This one includes the .map file. Same link:

    http://www.notam02.no/~clund/nexuiz/RustVents.pk3

    BTW: I've noticed that many of the maps that are in play come with .map files. Is there any particular reason for this?
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Wed Jul 25, 2007 8:16 am

  • Clueless Newbie wrote:BTW: I've noticed that many of the maps that are in play come with .map files. Is there any particular reason for this?

    Except for letting other ppl tinker with it: no ;)
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Wed Jul 25, 2007 2:00 pm

  • Cool map, i like the feeling and style =) Just make sure you place some easely identifiable stuff evey here and there so ppl dont get *too* lost. ;)

    First off, the shader contains some wired charas:
    Code: Select all
    Ê Êqer_editorimage textures/rustvents/light

    Proly some tab replacements, but regardless what, they will likely confuse q3map2.
    heres a fixed shader: http://zdev.dvrdns.org/tmp/rustv/rustvents.shader

    Second alot of wallls, pipes etc where joint in a bad way:
    http://zdev.dvrdns.org/tmp/rustv/Untitled-1.jpg

    And theres alot of halfhidden / soawning multiple rooms faces.
    http://zdev.dvrdns.org/tmp/rustv/Untitled-2.jpg

    Fixing thise things will proly reduce the leak amounts. (and it most cetrinly will help preformace)
    HOF:
    <Diablo> the nex is a "game modification"
    <Diablo> quake1 never had a weapon like that.
    <Vordreller> there was no need for anything over 4GB untill Vista came along
    <Samua>]Idea: Fix it? :D
    <Samua>Lies, that only applies to other people.
    User avatar
    tZork
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Wed Jul 25, 2007 9:25 pm

  • tZork wrote:Cool map, i like the feeling and style =) Just make sure you place some easely identifiable stuff evey here and there so ppl dont get *too* lost. ;)

    I'm planning on putting some signs here and there. Arrows to the bases and so on.

    And I'm glad you guys like what you see so far. B)
    First off, the shader contains some wired charas:
    Code: Select all
    Ê Êqer_editorimage textures/rustvents/light


    Hm. I don't get any "Ê"s in my text editor.
    Proly some tab replacements, but regardless what, they will likely confuse q3map2.
    heres a fixed shader: http://zdev.dvrdns.org/tmp/rustv/rustvents.shader

    Thanks. I'll give it a shot (but my editors will probably just put them right back in there).
    Second alot of wallls, pipes etc where joint in a bad way:
    http://zdev.dvrdns.org/tmp/rustv/Untitled-1.jpg

    Ooh.. that's going to take a lot of work to fix... ;p
    And theres alot of halfhidden / soawning multiple rooms faces.
    http://zdev.dvrdns.org/tmp/rustv/Untitled-2.jpg

    I was wondering about those. So it's better to increase the number of brushes than exposing textured surfaces to the outside?
    Fixing thise things will proly reduce the leak amounts. (and it most cetrinly will help preformace)

    I'll give it a shot. However, the leaks appear in places where neither of those two flaws are present.

    And since you're poking around in my map anyway... I've used three hint brushes. In your opinion, did I use them correctly? I only have a vague idea of how they work.
    I noticed that the frame rate increase threefold in some parts of the map after I added them, so they seem to have at least some effect. Are there other places where you think I should add hint brushes?
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