decent settings for zoners

decent settings for zoners

Re: decent settings for zoners Posted by antianticampersquad on Tue Feb 10th 2004 at 8:21am
Posted 2004-02-10 8:21am
65 posts 37 snarkmarks Registered: Dec 3rd 2003 Occupation: Trainee Asbestos Analysist Location: Edwinstowe, Nottinghamshire
anyone know some decent settings for zoners like with the fade and falloff stuff.

atm the lights in my map come out kind of crap

the problem is that with like wall mounted lights the light makes a really blocky bright patch on the wall which just goes strait down and doesnt blend very well.

i might be able to solve this with a extra block added into the light or hopefully some settings with the compile tools to make it nice n snazzy
Re: decent settings for zoners Posted by matt on Tue Feb 10th 2004 at 8:43am
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Posted 2004-02-10 8:43am
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Sounds a bit vague, do you mean zoners settings, or the setting you can make in hammer for normal lights?
Re: decent settings for zoners Posted by antianticampersquad on Tue Feb 10th 2004 at 11:54am
Posted 2004-02-10 11:54am
65 posts 37 snarkmarks Registered: Dec 3rd 2003 Occupation: Trainee Asbestos Analysist Location: Edwinstowe, Nottinghamshire
sry about vague ness

i mean the actuall compiling settings with zoners tools
Re: decent settings for zoners Posted by Vash on Tue Feb 10th 2004 at 11:59am
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Posted 2004-02-10 11:59am
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Well, you could always use -bounce 6(In extra parameters), or compile with 'extra' RAD, but It sounds to me like your using a light entity..Maybe use a light_spot and tilt/tone it down, or even better, learn texturing lighting.

(Texture Lighintg Tutorial)
Re: decent settings for zoners Posted by wil5on on Tue Feb 10th 2004 at 12:46pm
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Posted 2004-02-10 12:46pm
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Bounce 6? I've only ever put it up to 2...

Anyway, I think what AACS is referring to is weird lighting due to face splitting. To fix this, you should make all your light fixtures on the walls into brush entities (func_walls) so they dont split up the wall, so the lighting looks better. Its not a problem with your cmd line for zoners, methinks.

Oh yeah, and use texture lighting. It looks soo much better... and things like this are less likely to happen.
Re: decent settings for zoners Posted by antianticampersquad on Tue Feb 10th 2004 at 12:52pm
Posted 2004-02-10 12:52pm
65 posts 37 snarkmarks Registered: Dec 3rd 2003 Occupation: Trainee Asbestos Analysist Location: Edwinstowe, Nottinghamshire
wil5on said:
make all your light fixtures on the walls into brush entities (func_walls) so they dont split up the wall,
that i havent tried

btw the lights cauing the problems are only textured

il try the -bounce thing also when i get home

oh yeah do i make my object with the light texture on it into a brush entity also or just the surrounding pannels
Re: decent settings for zoners Posted by matt on Tue Feb 10th 2004 at 12:57pm
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Posted 2004-02-10 12:57pm
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Vash said:
Well, you could always use -bounce 6(In extra parameters), or compile with 'extra' RAD, but It sounds to me like your using a light entity..Maybe use a light_spot and tilt/tone it down, or even better, learn texturing lighting.

(Texture Lighintg Tutorial)
Yep, textured lights really look the biz if done right.
Re: decent settings for zoners Posted by Leperous on Tue Feb 10th 2004 at 12:59pm
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Posted 2004-02-10 12:59pm
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Also try -extra -smooth 70
Re: decent settings for zoners Posted by antianticampersquad on Tue Feb 10th 2004 at 12:59pm
Posted 2004-02-10 12:59pm
65 posts 37 snarkmarks Registered: Dec 3rd 2003 Occupation: Trainee Asbestos Analysist Location: Edwinstowe, Nottinghamshire
adding water textures into the lights.rad is a good thing

works well with lava/toxic liquids

thanks peeps
Re: decent settings for zoners Posted by omegaslayer on Tue Feb 10th 2004 at 9:18pm
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Posted 2004-02-10 9:18pm
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You can also change your text chop settings (-textchop #) set higher then 64 since thats the defualt, but be warned if your map is already big then dont do it because you might exceed max patches. Setting a bounce higher only really makes lighting look more realistic, and your map brighter, but your problem sounds like what wil5on was talking about. You can also set it on -high and -extra. and thats really just every comand you can give light settings:
-high -extra -bounce # -textchop # (higher than 64) -smooth #
-omega
ps NEVER USE POINT LIGHTS!!!!!!! only unless you want slim to give off a green glow
Re: decent settings for zoners Posted by Orpheus on Tue Feb 10th 2004 at 9:34pm
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Posted 2004-02-10 9:34pm
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compile settings are dependant on desired results..

bouncing more than 2 fades the light into the shadows, over 5 bounces will completely blur the line between light and dark.

extra only for final compiles.

estimate gives you some idea of whether the map is locked up or just compiling slow.

seriously tho, settings are discribed in full in the zoners FAQ's .. why not read it and decide?
Re: decent settings for zoners Posted by mazemaster on Wed Feb 11th 2004 at 1:18am
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Posted 2004-02-11 1:18am
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Omega, you got it backwards. -chop defines the size of a patch. Thus a bigger chop means less patches and blockier lighting.
Re: decent settings for zoners Posted by Jinx on Wed Feb 11th 2004 at 1:51am
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Posted 2004-02-11 1:51am
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you should always use -extra with rad as I understand it- it uses better sampling and makes it look better in general. and the time increase is minor unless you are on some totol POS computer.

I think it's standard to use 1 or 2 bounces. More bounces = dark areas get lit more, less bounces = map is more contrasty. so it depends on the effect you want.
Re: decent settings for zoners Posted by Orpheus on Wed Feb 11th 2004 at 1:58am
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Posted 2004-02-11 1:58am
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Jinx said:
and the time increase is minor unless you are on some totol POS computer.
that pretty much describes all our old timers jinxy..

all but two of my maps were created on an old K62 400 with 192 megs of ram.

i am betting, i was/am not alone either :smile:

when i learned to map, i used every cheat i could find to map with, vis grouping chief among them :smile:
Re: decent settings for zoners Posted by antianticampersquad on Wed Feb 11th 2004 at 8:36am
Posted 2004-02-11 8:36am
65 posts 37 snarkmarks Registered: Dec 3rd 2003 Occupation: Trainee Asbestos Analysist Location: Edwinstowe, Nottinghamshire
thanks the turning it into the wall worked the best. i also found i had used too many light textures on the surface and it was causing a nasty light spot going down the wall.

i noticed a problem with the lights when i used smooth falloff and fade

it made the lights look like i had a leak and it was fullbright everyware

anyways its fixed now thanks
Re: decent settings for zoners Posted by wil5on on Wed Feb 11th 2004 at 10:44am
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Posted 2004-02-11 10:44am
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antianticampersquad said:
thanks the turning it into the wall worked the best.
I love it when I'm right. :dorky: