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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: CODUOMaker compiles default light settings
necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Thursday, Nov. 8, 2007 02:18 pm
I have decided to have a go with graydiant and made a CTF map and I am using CODUOMaker to compile the map. During the compile process the returned light settings are default i.e. Sunlight 1, Ambient 0 which differ from my worldspawn settings. Why is this? All the worldspawn settings I have used are taken from a standard game and I know they work. Because the values returned are default the map is pitch black until you look directly at the sun. Have I set up something wrong with the CODUOMaker?
I am using build 101b1057.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Thursday, Nov. 8, 2007 04:24 pm
Open your .map file in Notepad and check if the settings are correct.. sometimes Gradiant doesn't properly save your worldspawn settings when exporting your map.

Also, check your compile log for errors.. some errors make the lighting part of the compiler fail.

This is not a CoDUOMaker issue, that's just a frontend program for the stock compiler.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Thursday, Jul. 23, 2009 11:47 am
Wow this is old but now I've run into it. My worldspawn settings in my map file are correct:

"ambient" "0.1"
"sunlight" "1.0"
"classname" "worldspawn"

but in the compile I get:

sunlight 1
ambient 0

There are no errors in the compile and I'm using the same batch file I've used for all my other maps so what gives?[crazy]
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Tuesday, Aug. 4, 2009 03:05 pm
This is one that has caught me many a time. Simply add the line:
[key] _color [value] 1 1 1 (note the US spelling of colour, underscore needed as a prefix)
to the sunlight and ambient. By doing so when you compile the map you will see your ambient at your setting rather than the default 0.
I also noticed that sometimes when you want to make a tweek here and there to the worldspawn settings the new values wont go into the Entity Dialogue box. If that happens close the application and restart then have another go, you may find that willl help.
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