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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Professional Lighting
SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
[view latest posts]
Level 7
Category: SoFII Mapping
Posted: Tuesday, Oct. 21, 2003 10:26 am
the pictures are indead looking good from jk2,
but i have to say that i have that every time when i look at maps from another game engine. because we get familiar with the textures/shaders of the gameeditor that where using now and when we suddenly see something new, than that looks great. i had the same experience when i maped with mohaa and saw the first pictures of sof2 maps.

about jk i have to say that it's a great game, i have it, but the guns i found not so impressiv and the damage that you see to players, (blood and gore), that's not something that you will find in jk.
still, nice pictures!!

leon
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Mapping
Posted: Tuesday, Oct. 21, 2003 10:59 am
That does indeed look v nice.. but i also agree with Spy... at the end of the day all our maps should look better and more like that... trouble is people seem to be too much in a rush these days as opposed to producing some really nice looking art... I hope to incorporate both!!

Please can somebody explain the point of using a higher lighting value and then scaling it back down?? Why is this better than using a lower value in the first place??

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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Tuesday, Oct. 21, 2003 03:43 pm
SPY writes...
Quote:
when i look at maps from another game engine



JK2 uses the same game engine as SoF2 ;)
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gynec
General Member
Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
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Level 6
Category: SoFII Mapping
Posted: Tuesday, Oct. 21, 2003 04:25 pm
Quote:
very good posts gynec im trying to fix up my lighting too as you know for light bleeding through walls _lightmapscale will fix it. put the brush with the leak into a func_group with a _lightmapscale 0.5 key/value.



thank you :)
you can avoid this syndrome also by adjusting the scale-key so the second ring of the light isnt overlaying the walls.
i will put my wisdom in a tutorial (and the correction of the hint tutorial=blocks instead of thin brushes). i will get more time cause our mod Nerofix 3.0 final is done. release in few days.
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: SoFII Mapping
Posted: Tuesday, Oct. 21, 2003 08:47 pm
do you know if its possible to adjust the light scale in shaders? i used alot of shader light so those are the ones that bleed
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 08:04 am
brutus is right, jk is using gtk.
i did ment the textures and shaders from jk, and
the overall look of jk and sof2.

leon
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 08:31 am
Guys!!

So whats the idea with upping the levels and setting the scale??? I havent really started lighting in my new map so now woul dbe a good time to get what the idea with this is!

Thanks

Funk
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gynec
General Member
Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
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Level 6
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 02:19 pm
if you take a normal light of 300 you can see light spots on walls. that looks very ugly. adjusting the scale (lets say radius though thats another key) sets an uniform lighting in a room and you can optimize the number of light entities. also you can avoid the 'light shines through walls'-symptom.
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 02:55 pm
So what is generally the accepted levels?? 1000 and 0.025??

Do you set these keys to each entity light???

How do you set it to the sunlight??

Can you apply this to diffuse light too??

Funk
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gynec
General Member
Since: Oct 17, 2002
Posts: 637
Last: Jan 19, 2005
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Level 6
Category: SoFII Mapping
Posted: Wednesday, Oct. 22, 2003 03:16 pm
read this whole thread for the values!
-----------------------------------------------------

at this site
http://www30.brinkster.com/dfsass/dev/q3map2tut.htm
i found some interesting tips

-super 2, -samples 2 gives smooth shadows, better than extra or extrawide.
-samples is a better option, as it’s faster and uses less memory and produces better results than -super. -samples 2 will suffice in this case.
-bounce: no more need for ambient lighting
Add -bounce 8 for a final compile, to add Radiosity rendering.
-debugportals
Puts the portals into the bsp as colored translucent polygons.
Pretty nifty... Used with only the bsp process, the portals will be
colored. If you also -vis & -light, the portals will take on the color
of your sky, but can still be easily distinguished.
http://shaderlab.com/q3map2/manual/dictionary/shots/generic/debugportals.htm
(thats how your hint blocks should be arranged to create portals; raven maps are like this too)

Always use -fast in lighting for final compiles too (light is a little darker than expected!)

Add a key for _lightmapscale in Worldspawn, set the value for this to 2.
For when you actually want fine shadow detail, just select the brushes
that where the shadow detail will be, and make them a func_group.
Assign a lower _lightmapscale value (0.5 or 0.1).
_lightmapscale 0.5 = 8 unit samples
_lightmapscale 1.0 = 16 unit samples (default)
_lightmapscale 2.0 = 32 unit samples

PS: i think you should generally use the q3map2toolz Build option 'BSP -meta -Fullvis -Light -filter -super2' as basic
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