[WIP] The Goldmoon Refuge (msc_goldmoon)

J-M v2.5.5

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The Goldmoon Refuge
msc_goldmoon

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Mikkel

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nice :eek:

but did that really take like 6 months to do?
 

Thothie

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zomg, progress!
 

evilsquirrel

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J-M v2.5.5 said:
Lighting will change in this particular area because the models are all showing up pitch black, for some unknown reason.

models may show as pitch black when the origin is inside something else, you may want to play around with where they are placed.
 

Rickler

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I think your model origins might be in the ground, if that's not the case you could try placing a light right at the origin
 

brian4

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Quality work takes time.
 
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J-M v2.5.5

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A few of the model origins might be inside solids, but the ground there consists of four func_wall entities because I got about six leaf saw into leaf errors because the ground is quite complicated.
 

Dridmar

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Sabre said:
Durak said:
brian4 said:
Quality work takes time.

See Rickler.

Keep working on it, looks good.

Are you saying that Rickler's work isn't quality...?!

No, I believe he's saying that "Quality work takes time" doesn't apply to Rickler. :wink:
 

J-M v2.5.5

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He's saying that Rickler is obviously a professional who churns out fascinating maps at a fascinating rate. I am not all that fast, but at least I'm trying.

And Rickler, thanks for that parameter, I'll try it.
 

replica

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dont put models on top of func_walls, that would be the reason theyre pitch black. if you make a func_wall that is a floor, the hand models will turn black when you walk on top of it.
 

Thothie

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Shouldn't happen if the ZHLT settings for the func_wall are opaque as appropriate. Sometimes you have to put env_models into entity brushes to get them to display at all, depending on where you positioned them and where their centers are.

Hopefully I’ll have sfor/nm_sfor out in early April, if not with the patch itself, and then you can see what a rushed map looks like. ;)
 

J-M v2.5.5

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Thothie said:
func_wall are opaque as appropriate
Changing the ZHLT Lightflags of the four func_wall entities that make up the ground to "Opaque (blocks light)" increased the compile time with another 44 minutes and it also didn't solve the problem...

Rebuilding the skybox in the relevant area didn't solve the problem either, changing the light_environment brightness from 100 to 500 didn't solve the problem either, and "-ambient 1 1 1" only made my map fullbright.

Edit: As you can see the models are all in the shadows of the trees. Could this be the reason why they're black? Light bouncing obviously must be enabled, otherwise the house would be pitch black too (first screenshot should give an impression of the angle at which the light falls in).
 

replica

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J-M v2.5.5 said:
Edit: As you can see the models are all in the shadows of the trees. Could this be the reason why they're black? Light bouncing obviously must be enabled, otherwise the house would be pitch black too (first screenshot should give an impression of the angle at which the light falls in).

replica said:
dont put models on top of func_walls, that would be the reason theyre pitch black.

im 99% sure this is the reason. try adding -bounce 10 to rad, and if they're still pitch black it's because they're on top of func_walls
 

J-M v2.5.5

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I hope it's not the func_wall entities... if these brushes aren't func_wall, I get half a dozen leaf saw into leaf errors because the ground there is so complicated :X
 

Thothie

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and "-ambient 1 1 1" only made my map fullbright.
That's odd... Maybe it's the formatting, requires 001 001 001 or some such, IDK. It should make the map brighter, but not fullbright.

If removing the objects adjacent to the skybrushes doesn't help, I'm dry, and yeah, I think yer going to have to delete your ground and start over with a less leaf-error prone method then.

Remember, in fast vis, you'll get a lot of leaf errors that -full will get rid of.
 

J-M v2.5.5

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When using -full VIS I get the leaf saw into leaf errors. I only ask for help when full VIS and extra RAD give me errors.
And I looked up the ambient values: they have to be between 0.0 and 1.0. So if 1.0 is the max., which I used, I shouldn't be all that surprised about my map turning up fullbright. Values of 0.5 or so should give a better effect to light unlit solids, but it isn't fixing the model issue.

I just got an idea however: if I turn the particular brushes that have models on top of them into worldbrushes, and leave the rest func_wall entities, would that solve the problem?
 

Rickler

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I use nems batch compiler so I just check the the flag and enter the value. I don't really get to see what the params look like.
http://nemesis.thewavelength.net/index.php?p=2

I compiled smugglers with -ambient "0 1 1" So it should not make it full bright for you, it just makes it so the darkest anything can be is "0 1 1". You should also try playing with -gamma


err actually i'm looking at the .bat file and it uses -ambient 0 0.003921569 0.003921569
which is 1/255, so you are right about the values, .5 will still give you retarded lighting.

might i suggest -bounce 1 -lightdata 16000 -gamma .8 -ambient 0 0.003921569 0.003921569
 

Thothie

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Floats... Yeah... I know I have an old WW map that I was using that during compile for. So yeah, 1 1 1 would be fullbright. 0.01 0.01 0.01 might be more along the lines, but yeah, as predicted, does little or nothing for models. Rickler's gamma setting might help, but I think, again, it's the dynamic lightmap lights that aren't getting through.

I just got an idea however: if I turn the particular brushes that have models on top of them into worldbrushes, and leave the rest func_wall entities, would that solve the problem?
First I'd just backup yer map, delete the entire floor and replace it with a single world brush to see if it's going to help at all.
 
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