Texture Bleaching?

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Tue Apr 28, 2009 6:08 pm

  • Code: Select all
    Problem: Super-bright textures
    NetRadiant Versions: 1.5.0-svn233 (Bundled with Nexuiz) & 1.5.0
    System: iMac 2.4 GHz Intel Core 2 Duo, ATI Radeon HD 2400


    I have started to design maps with NetRadiant for Nexuiz. Usually, the maps that NetRadiant outputs are just as I expect, however sometimes the textures are incredibly bright. I have tried altering lights, but with or without lights makes no difference. In Nexuiz, the light amount does not seem to affect weapons or characters so I am guessing that the problem is to do with the baking process. I have tried the map export with all the default NetRadiant settings but nothing seems to change. I have also tried using different shaders in case this is affecting the brightness, but nothing seems to change.

    I have included a Zip file with all these screenshots and all the map files. (Virus checked!)
    Clicky Me!

    [URL=http://s608.photobucket.com/albums/tt168/Spinnacre/?action=view&current=Game1.jpg]Image
    Clicky Me![/URL]

    [URL=http://s608.photobucket.com/albums/tt168/Spinnacre/?action=view&current=Game2.jpg]Image
    Clicky Me![/URL]

    [URL=http://s608.photobucket.com/albums/tt168/Spinnacre/?action=view&current=Game3.jpg]Image
    Clicky Me![/URL]

    [URL=http://s608.photobucket.com/albums/tt168/Spinnacre/?action=view&current=NetRadiant.jpg]Image
    Clicky Me![/URL]

    If you need any more information, please let me know!

    I look forward to hearing your replies. (I have searched around the internet but cannot find a solution. Honestly :P)
    Thanks in advance...
    Spinnacre
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Tue Apr 28, 2009 6:50 pm

  • its bright because lighting part of map compile is skiped, check error messages, maybe map is leaked and map compiler cant continue. You need to seal your map from the void
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    Morphed
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Tue Apr 28, 2009 7:12 pm

  • Thanks, I'll search around and see if how I can fix this. :lol:

    EDIT: Doesn't Radiant throw up an error if there is a leak. I have boxed around the map but this still doesn't fix it!
    Spinnacre
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    Posts: 4
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Tue Apr 28, 2009 7:49 pm

  • Sorry to double post...

    I have scanned through the compile, but with my untrained eye I cannot find anything that seems too out of place. However It does say
    Code: Select all
    0 luxels stored (0.00 percent efficiency)

    Could it be problem with the lightmap?

    Code: Select all
    -- MapRawLightmap ---
    0...1...2...3...4...5...6...7...8...9... (0)
        32198 luxels
        28094 luxels mapped
         1437 luxels occluded
    --- DirtyRawLightmap ---
    0...1...2...3...4...5...6...7...8...9... (2)
    --- FloodlightRawLightmap ---
    0...1...2...3...4...5...6...7...8...9... (0)
            0 custom lightmaps floodlighted
    --- IlluminateRawLightmap ---
    0...1...2...3...4...5...6...7...8...9... (0)
        32198 luxels illuminated
    --- IlluminateVertexes ---
    0...1...2...3...4...5...6...7...8...9... (0)
          207 vertexes illuminated
            0 lights plane culled
            0 lights envelope culled
            0 lights bounds culled
            0 lights cluster culled
    --- StoreSurfaceLightmaps ---
    Subsampling...sorting...allocating...storing...
    writing /Users/Home/Desktop/Texture Bleaching/Map files/texturebleaching/lm_0000.tga
    writing /Users/Home/Desktop/Texture Bleaching/Map files/texturebleaching/lm_0001.tga
    writing /Users/Home/Desktop/Texture Bleaching/Map files/texturebleaching/lm_0002.tga
    writing /Users/Home/Desktop/Texture Bleaching/Map files/texturebleaching/lm_0003.tga
    projecting...done.
        29229 luxels used
            0 luxels stored (0.00 percent efficiency)
           11 solid surface lightmaps
            0 identical surface lightmaps, using 0 luxels
            0 vertex forced surfaces
            0 vertex approximated surfaces
            4 BSP lightmaps
            2 total lightmaps
            5 unique lightmap/shader combinations
    Writing /Users/Home/Desktop/Texture Bleaching/Map files/texturebleaching.bsp
    Wrote 0.0 MB (24492 bytes)

    --- Radiosity (bounce 1 of 8) ---
    --- RadCreateDiffuseLights ---
    0...1...Connection closed.
    Spinnacre
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    Posts: 4
    Joined: Mon Apr 27, 2009 7:27 pm

Thu Apr 30, 2009 8:02 pm

  • Spinnacre wrote:--- Radiosity (bounce 1 of 8) ---
    --- RadCreateDiffuseLights ---
    0...1...Connection closed.


    It seems to crash during radiosity calculations... Have you tried any other compile options? (good vis, good light for example)

    Also, do you have a multi-core cpu?

    Edit: yes you do, try adding -threads 1 to the compile options. Maybe it's another q3map2 bug :P
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    FruitieX
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Fri May 01, 2009 4:47 pm

  • Thanks
    I will try that soon. However, it seems that it is the curves that are killing the lighting :x.
    My problem seems to be exactly the same as Lo's (Clicky Me!)
    His problem was never completely fixed, it seems. Hopefully -threads 1 will do the job!

    EDIT: Unfortunately.......
    Spinnacre
    Newbie
     
    Posts: 4
    Joined: Mon Apr 27, 2009 7:27 pm

Fri May 01, 2009 6:32 pm

  • Are you on OS X too?

    The problem is that there is currently exactly one developer of NetRadiant (me), and he doesn't have any Mac development clue.

    We need a Mac developer, otherwise you're better off doing this on Linux or Windows.
    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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    divVerent
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