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Controlling Sunlight and Sunmangle from engine?

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Stealth Kill Joined: 29 Dec 2006 Posts: 83 |

Posted: Sun Nov 30, 2008 6:52 pm Post subject: Controlling Sunlight and Sunmangle from engine? |

Hi Are there any commands to control sunlight and sunmangle from engine? I want to make a day & night function.

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Sun Nov 30, 2008 9:50 pm Post subject: |

How do you control a precompiled light variable?

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Nov 30, 2008 10:46 pm Post subject: |

leileilol wrote:
How do you control a precompiled light variable?

Well that wasn't very clear of an answer if you don't really understand how the format works, but.. Yeah, unfortunately the shadows are baked into the map. Not very dynamic.

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Stealth Kill Joined: 29 Dec 2006 Posts: 83 |

Posted: Sun Nov 30, 2008 11:44 pm Post subject: |

hmmmm are there any other ways to make the map brighter or darker from engine? r_fullbright makes the map bright is it possible to change the brightness value of r_fullbright?

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Mon Dec 01, 2008 12:33 am Post subject: |

Stealth Kill wrote:
hmmmm are there any other ways to make the map brighter or darker from engine? r_fullbright makes the map bright is it possible to change the brightness value of r_fullbright?

Well it certainly wouldn't cast shadows correctly, and I'm not sure if it's built in, but adding that feature into the engine should be pretty simple, just adjust the contrast between shadows/lights, right?
Forgive me if I'm totally wrong.

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Mon Dec 01, 2008 12:48 am Post subject: |

Stealth Kill wrote:
hmmmm are there any other ways to make the map brighter or darker from engine?

I don't claim to know exactly what r_ambient does, but it controls the lightlevel or something in DarkPlaces maybe?
I think I've heard ppl talk about the cvar to make DarkPlaces less dark.
/Add: it looks like it is similar to r_fullbright except it can do it less than absolute fullbright. The range is (0-128)

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metlslime Joined: 05 Feb 2008 Posts: 177 |

Posted: Mon Dec 01, 2008 1:24 am Post subject: |

lightstyle 0 controls all the static lights in the map, this can be set by quakec just like any other lightstyle. That's how the screen pulsed to black when you kill shub. No way to control sunlight direction, though.

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KrimZon Joined: 05 Nov 2004 Posts: 10 |

Posted: Mon Dec 01, 2008 4:51 pm Post subject: |

You could use different lightstyles for different lighting conditions (at its simplest, it could be day/night) and then change the levels of them to make a smooth transition between them. There'd be no way to change the sun direction without some heavy modification of the light program, but you could place lights to give the impression of the sun being in a particular direction. There's a limitation to the number of simultaneous lightstyles that can be used on a face though, iirc.

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Spike Joined: 05 Nov 2004 Posts: 944 Location: UK |

Posted: Mon Dec 01, 2008 8:46 pm Post subject: |

if its single player, you could make a trigger that turns off one light, turns on another, and centerprints "time passes" when they're inside somewhere. but that's probably not practical. _________________ What's a signature?

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FrikaC Site Admin Joined: 08 Oct 2004 Posts: 947 |

Posted: Mon Dec 01, 2008 8:53 pm Post subject: |

Bigmap had three lights, one on each opposite (west/east) horizon and one directly above and it blended the three of these using lightstyle, so basically what KrimZon said. It looked okay, but Bigmap was essentially all cube shapes, and that's what it looks best on.

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