Author Topic: lighting problemes?  (Read 4829 times)

maxell

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lighting problemes?
« on: January 20, 2008, 04:31:54 am »
i have created a map without any lights i have tested in it is too bright..... i have checked that i have no lights so it should be black but it is basikly WHITE so i wonder if you can help me i got everything else apart of that........ i asked my bro and some other people about it and there have no idea can anyone help me ?
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

Supertanker

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Re: lighting problemes?
« Reply #1 on: January 20, 2008, 04:53:12 am »
With no lights the lighting stage does not run. When the lighting stage does not run, the map, contrary to what you might think, runs with fully bright textures.

Throw in at least one light, (you don't want your ENTIRE map to be pitch black, do you?) and see if it works.

And also if you haven't seen it, http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping might be helpful if you are starting to map.

maxell

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Re: lighting problemes?
« Reply #2 on: January 20, 2008, 05:27:32 am »
ohh i see so do i put a junoir light or light or vene shader?
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

Supertanker

  • Posts: 325
  • Turrets: +73/-45
Re: lighting problemes?
« Reply #3 on: January 20, 2008, 09:07:37 pm »
Just put a light entity in. Lightjunior is used to affect (or is it not affect? I forgot, I never use them) the lightgrid, which you don't really need to worry about right now.

I would recommend, however, that you use shader lights.

maxell

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Re: lighting problemes?
« Reply #4 on: January 21, 2008, 06:13:46 am »
i have tried ligh light junior and shader light none of them work
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

Samurai.mac

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  • Turrets: +18/-17
Re: lighting problemes?
« Reply #5 on: January 21, 2008, 07:08:17 pm »
Do you compile using a light stage?

maxell

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Re: lighting problemes?
« Reply #6 on: January 22, 2008, 08:28:05 am »
it takes a about 1-2 minutes is a do a (single) meta which is the frist one one the list  but it takes too long to compile otherwise i am only testing for now
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

maxell

  • Posts: 108
  • Turrets: +2/-54
Re: lighting problemes?
« Reply #7 on: January 25, 2008, 09:35:26 am »
what kind of compiling should i use if that is my probleme?
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

maxell

  • Posts: 108
  • Turrets: +2/-54
Re: lighting problemes?
« Reply #8 on: January 27, 2008, 12:25:58 am »
hello can you help me plz! i need help
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

ShadowNinjaDudeMan

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    • Tremopolis
Re: lighting problemes?
« Reply #9 on: January 27, 2008, 07:46:53 am »
  • -meta : Basically gets a playable map for you, no lights.
  • -light -fast/-faster : Adds lighting to the playable map.

So I recommend you use -meta first, then -light -faster.

Of course you need some source of light, even if its a skybox.
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

maxell

  • Posts: 108
  • Turrets: +2/-54
Re: lighting problemes?
« Reply #10 on: January 27, 2008, 10:25:27 am »
so what do i use? beta?
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"

ShadowNinjaDudeMan

  • Posts: 1385
  • Turrets: +86/-58
    • Tremopolis
Re: lighting problemes?
« Reply #11 on: January 27, 2008, 12:12:58 pm »
er...

beta is merely a naming convention showing the approximate stage of your map.

compiling is different.
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

maxell

  • Posts: 108
  • Turrets: +2/-54
Re: lighting problemes?
« Reply #12 on: January 28, 2008, 12:04:09 am »
so i do a full compilation? lke the last one/second last ? or i do every one of them ? i am a noob and it is my first map i made so i am no great genius... LOL
Quote from Moosenberry: "harry the plant had a tumor in the shape of a lemon growing on him so"
Modified into: "He had a tumor in the shape of a lemon on him so"
my answer: "So, He picked it and squized it into a nice lemon squash with ice cubes of course"