Game Development Community

Still no lights

by Peter Ryan aka TorQue[MoD] · in Artist Corner · 09/10/2003 (10:50 am) · 4 replies

Sorry for posting another thread about the same topic but no one was ersponding to the last one anymore.

I downloaded Radiosity but really have no clue how to get it to work. I just used the map2dif_debug.exe instead of my old map2dif.exe. Dunno if that's how you're supposed to work it. The Readme made it seem like there was a program with it.

Anyway, I changed the falloff values of my lights to 200 / 600 and now I'm getting the following error...

Light map too large: 258 x 4 (where max is 256 x 256). Your have a brush that is too large, or your light map scale value may be too small.

The error comes up whether I use the original map2dif or the radiosity one.

Anyone know how to up the light map scale value so I don't have to re-build the level?

Thanks!

#1
09/10/2003 (11:45 am)
In Hammer you go to the Map Properties and change the "light_geometry_scale" value. It may show up as "Lighting scale".
#2
09/10/2003 (1:26 pm)
Peter,

I only tested TGRad with the included batch and .map files, so I can't absolutely tell you how to run it. I would guess that there is an extra setting meant to be run after map2dif_debug... (like "map2dif_debug -a -b -r" or whatever). Find out which one it is and add it to the variables which Hammer uses to run map2dif with.

-EricF
#3
09/11/2003 (12:13 pm)
Thanks for the help guys. Got the lights working. Without RAD, but working none the less.

Should be posting a new Dev shot for Brutal in the next week or so :)
#4
09/18/2003 (12:11 pm)
First you have to use the version of map2dif that is compiled with the rad package included. There are no extra command-line switches; but there is a parameter in worldspawn to use the oldstyle lighting or not )-->if 0, the compiler will use the radiosity settings. I don't know if torque.fgd has been upgraded to include the rad parameters for worldspawn in worldcraft/hammer, in QuArK they are added to DataTorque.qrk

If you want to implement emissive textures, add the texture and emissive parameters to the tgerad_materials.txt file. In QuArk, this file should be located in tmpQuArK along with the map2dif compiler. If anyone wants a map2dif_rad.exe/DataTorque.qrk customized for QuArK let me know.