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Topic: night |
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Category: CoD4 MP Mapping Posted: Friday, Jan. 25, 2008 11:13 pm |
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ok, i tried changing about all settings in worldspawn to get a dark light,
suncolor to the lowest (ex: 0.1 0.1 0.2), sunlight to 0.1, ambient to 0.1,...
nothing made my map dark.
it only affect when i put higher settings, i got some nice shadows but i cant get a night/dark map. it drive me nuts ![[banghead]](images/BBCode/smilies/banghead.gif)
any advices ?
also, i'd like to understand the gsc file, is it saved when u compile the bsp ?
if i change fx of the gsc file in notepad, when i will compile the bsp file, or compile the reflections,... will it stay like i changed it ?
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| topherchris |
General Member Since: Sep 18, 2006 Posts: 14 Last: Sep 7, 2009 [view latest posts] |
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| ilikepotatoes |
General Member Since: Jan 30, 2007 Posts: 35 Last: Dec 3, 2009 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Saturday, Jan. 26, 2008 01:46 pm |
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yes i have the cargoship skybox for now.
my skybox is closed, i got no holes innit.
i had a problem i just saw: i wrote difuse instead of diffuse lol
fixed that, but doesnt change nothing :(
here is my worldspawn (same as bog):
Code: "sunlight" "0.5"
"sundirection" "-22 247 0"
"sundiffusecolor" "0.717647 0.776471 1.000000"
"suncolor" ".68 .72 .76"
"diffusefraction" ".4"
"ambient" "0.125"
"_color" ".67 .72 .94"
"radiosityScale" "1.8"
here is my gsc file :
Code: main()
{
maps\mp\_load::main();
ambientPlay("ambient_backlot_ext");
setExpFog(500, 2200, 0.81, 0.75, 0.63, 0);
game["allies"] = "sas";
game["axis"] = "opfor";
game["attackers"] = "axis";
game["defenders"] = "allies";
game["allies_soldiertype"] = "woodland";
game["axis_soldiertype"] = "woodland";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
}
when i build the fast file, i got these errors:
Code: Fastfile 1 of 2, "mp_hunt_test3c": [ver. 5] process...
Sound file 'sound/voiceovers/generic/OM/gen_m_death1.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death2.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death3.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death4.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death5.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death6.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death7.wav' not found
Sound file 'sound/voiceovers/generic/OM/gen_m_death8.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death1.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death2.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death3.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death4.wav' not found
Sound file 'sound/voiceovers/generic/ON/gen_n_death5.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_01.wav' not found
Sound file 'sound/voiceovers/generic/RU3/ru3_death_02.wav' not found
Sound file 'sound/voiceovers/generic/RU4/ru4_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_01.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_02.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_03.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_04.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_05.wav' not found
Sound file 'sound/voiceovers/generic/US7/us7_death_06.wav' not found
ERROR: Could not open 'maps/mp/mp_hunt_test3b.gsc'
ERROR: failed loading 'maps/mp/mp_hunt_test3b.gsc' of type 'rawfile'
ERROR: Could not open 'maps/mp/mp_hunt_test3c_fx.gsc'
ERROR: failed loading 'maps/mp/mp_hunt_test3c_fx.gsc' of type 'rawfile'
ERROR: Could not open 'maps/createfx/mp_hunt_test3c_fx.gsc'
ERROR: failed loading 'maps/createfx/mp_hunt_test3c_fx.gsc' of type 'rawfile'
ERROR: Could not open 'vision/mp_hunt_test3c.vision'
ERROR: failed loading 'vision/mp_hunt_test3c.vision' of type 'rawfile'
link...compress...save...done.
Fastfile 2 of 2, "mp_hunt_test3c_load": [ver. 5] process...
WARNING: Could not find 'maps/mp_hunt_test3c.csv'.
link...compress...save...done.
language is not english
copying fast files to french folder
A subdirectory or file C:\Program already exists.
Error occurred while processing: C:\Program.
A subdirectory or file Files\Activision\Call already exists.
Error occurred while processing: Files\Activision\Call.
A subdirectory or file of already exists.
Error occurred while processing: of.
A subdirectory or file Duty already exists.
Error occurred while processing: Duty.
A subdirectory or file 4 already exists.
Error occurred while processing: 4.
A subdirectory or file - already exists.
Error occurred while processing: -.
A subdirectory or file Modern already exists.
Error occurred while processing: Modern.
A subdirectory or file Warfare\zone\french already exists.
Error occurred while processing: Warfare\zone\french.
Press any key to continue . . .
here is the result:
so yea i got a general light, and it really doesnt looks like bog
i'd like lots more shadows, sunlights, but it got to be way darker than it is now.
once i got this fixed im gona try to add more fog effects. |
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| ilikepotatoes |
General Member Since: Jan 30, 2007 Posts: 35 Last: Dec 3, 2009 [view latest posts] |
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Category: CoD4 MP Mapping Posted: Sunday, Jan. 27, 2008 01:09 am |
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ok, i put a new skybox. and im 100% sure, there is no leak.
i put cargoship sky texture on the inside surface, checked my worldspawn settings, edit it again to be sure it will change the color and light intensity.
re-compile the bsp, reflection, buildafast file, update the zone file, then test the map ... and i got the same lame light again
now im thinking, maybe it has to do with the language.
i got the french version of cod4.
when i compile the bsp, i got one error: something like "can't find default.cfg"
+ some errors when i build the fast file (that i posted above)
so maybe i did everything right, but its that damn language version that cause all this ? |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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