Lighting and Distances

Lighting and Distances

Re: Lighting and Distances Posted by Optional on Wed Sep 3rd 2003 at 11:01pm
Optional
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Posted 2003-09-03 11:01pm
Optional
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My Light_Enviroment casts no shadows. What is the setting to fix this?

What is the maximum Max_Viewable_Distance? I know there is a maximum.
Re: Lighting and Distances Posted by Wild Card on Wed Sep 3rd 2003 at 11:10pm
Wild Card
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Posted 2003-09-03 11:10pm
2321 posts 391 snarkmarks Registered: May 20th 2002 Occupation: IT Consultant Location: Ontario, Canada
Ok first off, this could be complicated if you are new to mapping.

First, make sure you have no leaks in your level.  If you do, then there wont be any shadows and your level will be fully lit.

Second, in the env_light entity, make sure your light is pointed to the ground.  If it is pointed up, then you will not get any shadows.

The Max_Viewable_Distance proprety has nothing to do with it.  This value indicates how many units the player can see.  The default number I believe is 4086.  That means that brushes futher away will not be visible.

Check to see if your map either has a leak or that your light is pointed to the ground.
Re: Lighting and Distances Posted by Cash Car Star on Wed Sep 3rd 2003 at 11:27pm
Cash Car Star
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Posted 2003-09-03 11:27pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
It should probably also be mentioned how to add pitch to the light, so that it is not pointed straight down (which, with certain architecture, could appear as shadowless) Set the angle for the light_environment (not an env_light!) not as straight down but as one of the compass directions. Now, give it a pitch which is a negative number between 0 and -90. It needs to be negative so that it points down instead of up. -90 would be straight down. I think anything between -45 and -75 can get some nice shadows. Any lower than -45 and your shadows will probably be a bit too long looking.

As for max viewable distance, setting it unfortunately does not affect rendering time, even though brushes aren't shown. I recommend cranking it to something like 8000 as a default so that you don't get objects disappearing on you in outdoor areas.
Re: Lighting and Distances Posted by Gorbachev on Wed Sep 3rd 2003 at 11:28pm
Gorbachev
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Posted 2003-09-03 11:28pm
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Make sure you set the pitch as well (test it at -45 first, then just change it to what you like.)

For the max_viewable, just set it to 9999 or higher, because even though it may not show the brushes, they're still being rendered anyway, and it looks really lame when you have brushes bleeding through and cutting out for no logical reason.

And to cap off Wild Card's comment, you must also run VIS and RAD after ensuring that there are no leaks in your map.

edit Looks like CCS beat me to it.
Re: Lighting and Distances Posted by Campaignjunkie on Wed Sep 3rd 2003 at 11:34pm
Campaignjunkie
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Posted 2003-09-03 11:34pm
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The maximum rendered distance is 2048. Changing the number in Map Properties doesn't really seem to have much of an effect (maybe, I could be wrong), as that appears to be the set limit in the engine.

You can defeat this limit by using a modification that has fog or something. But other than that, limit viewed areas to under 2048.
Re: Lighting and Distances Posted by Cash Car Star on Wed Sep 3rd 2003 at 11:39pm
Cash Car Star
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Posted 2003-09-03 11:39pm
1260 posts 345 snarkmarks Registered: Apr 7th 2002 Occupation: post-student Location: Connecticut (sigh)
Campaignjunkie said:
The maximum rendered distance is 2048 . . . that appears to be the set limit in the engine.

You can defeat this limit by using a modification that has fog or something. But other than that, limit viewed areas to under 2048.
Ok, besides the fact that you're implying fog-enhanced mods let you see farther, I can very definately state that I have made maps with viewing distances of farther than 2048. I have seen plenty of maps with viewing distances of farther than that. Heck, something doesn't even qualify as a killbox unless you can see farther than that and there's plenty of those lying around. I really would like to know where you got this information from, because it doesn't seem to make sense.
Re: Lighting and Distances Posted by Jinx on Thu Sep 4th 2003 at 12:17am
Jinx
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Posted 2003-09-04 12:17am
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Cash Car is right.

And yeah, it doesn't effect your polies at all:
http://www.cryotank.net/remote/viewdist512.jpg
http://www.cryotank.net/remote/viewdist9999.jpg

I always just set it for 9999 so that I don't have to worry about there being some weird long view angle where you can see stuff not being drawn far away. I suppose on some maps there might be weird bugs where some farther away brush was being drawn when it shouldn't be (through a skybox or something?), so you would set it lower. Or maybe if you are using env_fog in some mod, and you don't want people seeing farther with d3d (though that's not too hot an idea either). Overall though... just set it to 9999 or ignore it if you aren't having any problems.
Re: Lighting and Distances Posted by Campaignjunkie on Thu Sep 4th 2003 at 2:50am
Campaignjunkie
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Posted 2003-09-04 2:50am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
Cash Car Star said:
Campaignjunkie said:
The maximum rendered distance is 2048 . . . that appears to be the set limit in the engine.

You can defeat this limit by using a modification that has fog or something. But other than that, limit viewed areas to under 2048.
Ok, besides the fact that you're implying fog-enhanced mods let you see farther, I can very definately state that I have made maps with viewing distances of farther than 2048. I have seen plenty of maps with viewing distances of farther than that. Heck, something doesn't even qualify as a killbox unless you can see farther than that and there's plenty of those lying around. I really would like to know where you got this information from, because it doesn't seem to make sense.
I was suggesting you could possibly mask the fact that polies were disappearing with fog.

Anyway I made a test map and it turns out I was wrong. Bleh. Sorry. But I have had some bugs concerning with visibility and distances (I guess VIS is making some mistakes), and I was convinced it had to do with this.

This was my competition map; until I lost interested and pretty much trashed it. The screens show a rather ugly, unfinished side of the map.

View distance is 4096. The object is much less than 4096 units away. Like really less. And seeing as 2048 was the nearest ^2 number to the actual distance, I figured that was the limit. Changing to 9999 had no effect.

User posted image

User posted image
Re: Lighting and Distances Posted by Gorbachev on Thu Sep 4th 2003 at 3:31am
Gorbachev
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Posted 2003-09-04 3:31am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
There is a -maxdistance VIS command which ACTUALLY stops rendering brushes past a certain distance, but I've yet to see it even compile with that flag.
Re: Lighting and Distances Posted by Cassius on Thu Sep 4th 2003 at 3:39am
Cassius
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Posted 2003-09-04 3:39am
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Look at the MS counts... looks like it screws the map over :eek:
Re: Lighting and Distances Posted by Myrk- on Thu Sep 4th 2003 at 11:30pm
Myrk-
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Posted 2003-09-04 11:30pm
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What is the ms count? What does it show?
Re: Lighting and Distances Posted by Jinx on Fri Sep 5th 2003 at 12:29am
Jinx
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Posted 2003-09-05 12:29am
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that's because of all the epolies Cassius, not the 9999 viewdistance. that's the "1-player" gruntfest on my basement map, they normally don't get that high since you kill as you go.

see, it's horrible with view distance 512 too:

User posted image

stop thinking so bloody much!!! :lol:

I believe that the 'ms' count is some sort of draw/game lag
Re: Lighting and Distances Posted by Cassius on Fri Sep 5th 2003 at 12:51am
Cassius
1989 posts
Posted 2003-09-05 12:51am
Cassius
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1989 posts 238 snarkmarks Registered: Aug 24th 2001
MS is the most reliable way to tell what parts of your map lag - it will go up, no matter what system you're on, for a combination of wpoly, epoly, and different things that lag the HL engine, such as conveyors, etc.
Re: Lighting and Distances Posted by Gwil on Fri Sep 5th 2003 at 1:05am
Gwil
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Posted 2003-09-05 1:05am
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I was always under the impression that MS lag (high values) was more attributable to online problems - thats the only time i've heard it mentioned - in online/clan play...
Re: Lighting and Distances Posted by Jinx on Fri Sep 5th 2003 at 1:26am
Jinx
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Posted 2003-09-05 1:26am
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high epolies, func_water, and other stuff can cause it to go up sometimes. under 3 or 4 seems okay, beyond that I actually notice a map feel 'off' just testing it alone.