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Black Map Models - Lighting?

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 monsoontide
02-07-2004, 3:51 AM
#1
Hey ho!

Anyone know a solution for fixing the lighting on md3 map models that appear black in-game (multoplayer) - but when you shine your lightsaber on them, you can see that the textures are all there.
What gives?
 lauser
02-07-2004, 7:11 AM
#2
Wow Monsoon I thought you would have known this answer. I would like to know too. I bet rgoer knows the answer.

"color" constantLight color
"light" constantLight radius

What exactly do these functions do to entities? Can I use these for the solution to Monsoons question? I have tried before with a VALUE of 1. Thinking maybe that 1 would enable the feature but no luck so far. Even when you put a light beside the model it's still black. L J?? Solution? Wedge? Wade?
 rgoer
02-07-2004, 10:41 AM
#3
Grab the latest version of q3map2 from shaderlab (http://shaderlab.com/). Set your misc_model entities to have the "spawnflags" "4" key/value pairs. Compile your map with your new q3map2. The number 4 spawnflag enables auto-lightmapping of misc_model entities. You can combine it with the number 2 spawnflag (autoclipping) by giving your misc_model "spawnflags" "6" -- I wouldn't, however, recommend that you use autoclipping unless you really, really, really have to. It can hurt performance (autoclipping creates a whole lot more clip brushes than you would if you clipped your model by hand)...
 WadeV1589
02-07-2004, 11:19 AM
#4
spawnflags 4 also enables meta triangulation on the model which can help FPS

Oh and to reiterate what was just said but in a far clearer way DO NOT USE AUTO-CLIPPING OF MODELS UNLESS THEY ARE REALLY REALLY REALLY SIMPLE SHAPES!

Modelled terrain, large ships and so on are good examples of when to use it; plants, lamps, small statues are good examples of when [i]not[/n] to use it.
 rgoer
02-07-2004, 11:23 AM
#5
There's no "also" about it... that's what the number 4 spawnflag is. It adds q3map_forceMeta to every shader used by the misc_model in question, which, in turn, enables lightmapping.
 WadeV1589
02-07-2004, 11:28 AM
#6
No need to get sharp.

Yes there is a very clear reason to use 'also' as you said it enables lightmapping and I said "also forcemeta"...believe it or not meta triangulation is not lightmapping! I know you know this...my point is just because one leads to another doesn't mean you can scrap saying one.

Petrol leads to a car moving...but if you don't tell people about the petrol, how they gonna get the car moving?
 rgoer
02-07-2004, 11:30 AM
#7
whatever, bro, cheers
 wedge2211
02-07-2004, 2:29 PM
#8
Hey--I've tried adding spawnflags 4 to a misc_model, and I still got a black skin. I'll have to check my version of q3map2, but I think it's up-to-date. Huh.
 monsoontide
02-07-2004, 3:14 PM
#9
Will try it out and get back to you on the results.
 Usurpo
02-07-2004, 9:26 PM
#10
I have this same exact problems! On my models, I set the spawnflags to 4, and nothing happened! ARAGH!:firehead
 rgoer
02-07-2004, 9:36 PM
#11
Try looking through this thread (http://www.quake3world.com/ubb/Forum6/HTML/027214.html) and see if this fits your problem.
 WadeV1589
02-07-2004, 10:05 PM
#12
Some models were designed with specific shaders that only work well in SP due to their lighting. You can copy the shader, fix it and use _remap in a model however to use your new, working, shader.
 rgoer
02-07-2004, 10:27 PM
#13
BTW, _remap keys work like this: key "_remap<N>" value "path/to/oldshader;path/to/fixedshader" (where <N> is a chosen value used to differentiate your various remappings).

So fix the shaders for your model (nuke all SP-specific stuff), save them somewhere different from the original (so you don't bork or get borked by pak0.pk3), then _remap your model to the working version.

Then apply "spawnflags" "4" lather, rinse, and repeat.
 lauser
02-07-2004, 11:39 PM
#14
rgoer, I don't see your name in RANDYs README...how come? LOL..j/k.

PS: I've NEVER autoclipped. Useless feature to me when I can make my own clip with just a minimum of brushes.
 rgoer
02-07-2004, 11:48 PM
#15
;^) "...Thanks to pjw, rgoer and Zer0-l0gic for their help with this release..." (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6319)
 lauser
02-08-2004, 12:06 AM
#16
Oh!! Well that's cool at least you got credit somewhere. :D

He fixed the ASE loader!! WOOT!!:D
 Torchy
02-08-2004, 6:07 PM
#17
you wanna use a model with a _b prefix cause it will use a shader with rgbgen vertex instead of lightingdiffuse (which causes black models with the advanced shaders option turned off) or just do what rgoer said and make a new shader with rgbgen vertex
 wedge2211
02-09-2004, 2:04 AM
#18
So...you can fix black models by adding the -rename switch to the BSP phase? I'm a little confused.
 rgoer
02-09-2004, 5:27 AM
#19
This thread (http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=3912) breaks it down pretty clearly (toward the end).
 monsoontide
02-10-2004, 3:15 PM
#20
While I'm sure you can do all that.
A MUCH simple solution I have discovered with help from
Ford Dye at Raven, is simply to change the misc_model to a misc_model_static and viola!
The shaders all show up properly!
Hooray! :D

Thanks for all the ideas though. I'm ceertain they'll help somewhere.
 wedge2211
02-10-2004, 3:30 PM
#21
Huh...I remember for some reason shying away from misc_model_statics in MP maps...but I'll give it a shot. I like simple solutions, thanks!
 monsoontide
02-10-2004, 5:53 PM
#22
My other thought on this is to first place the model as a misc_model and position it and put clip brush around it - then turn it into a misc_model_static (Since these only show up as entity boxes in Radiant).
 shukrallah
02-14-2004, 2:06 AM
#23
Raven used misc_model_breakable in there SP maps (i know its MP) misc_model_breakable gives the same effect, although not available in MP right? Also, make sure you have your / right (it was "/" right, and not "\"?) because if you dont, it will not load up right... or your map wont start, and a bunch of other crap (unless its my pc)
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