Jump to content
The Dark Mod Forums

Real-time lights in 3D view


Recommended Posts

These have never worked for me, but I installed TDM 2.0.9 and DR 2.11 and was looking at maps and all the lights work.

I've done a lot of experiments with my own materials, and nothing ever worked so far, so I wonder if it's because Quake 4 is the set game?

Is this only for TDM or should it work for all supported games?

Or maybe it's my materials or my lights?

Edited by LDAsh
Link to comment
Share on other sites

5 minutes ago, LDAsh said:

These have never worked for me, but I installed TDM 2.0.9 and DR 2.11 and was looking at maps and all the lights work.

You mean the lights are working for or they are not working for you?

Generally, the DR renderer doesn't distinguish between games.

Link to comment
Share on other sites

As Greebo says, the renderer does not care (or even know) about the specific type of game, but the correct rendering of lights will depend on the presence of a working "light" entityDef along with the falloff textures that are applied to the light.

If your game is set up in a way whose light setup differs considerably from Doom 3 or TDM, it is possible that the assumptions made by DarkRadiant no longer hold and the lights will not work, but we'd need to see more details of the game assets in order to fully diagnose the issue.

Link to comment
Share on other sites

I set my game to TDM in DR and project as custom mod.  Originally all of the textures are JPG but where needed I have been converting files, TGA/DDS.  AFAIK, they all should work, even with the basic MTRs they have.

The folder has the game exe and the defs pack.  Perhaps it needs more than that but I don't know.  If it does support Quake 4, I should have lights already, because they do work in QuakeEDIT in the Quake4.exe and defs.

Something from TDM I'm missing?

 

 

 

Link to comment
Share on other sites

You shouldn't need anything specifically from TDM, all of the light stuff should be in the original id Tech game assets which it sounds like your game is based off.

Do the light entities appear as light volumes, i.e. with rectangular radii and light_center points etc? If so this means that the entityDef is located correctly and DarkRadiant is using it to construct lights, so the problem is specific to rendering. If the lights appear only as generic entities and do not have visible and resizeable light volumes, then there is something wrong with the entity def — you might just need to set the "editor_light" spawnarg to get DR to recognise it as a light.

If the light volumes themselves appear correctly but do not render anything in the lighting preview mode, my guess is that it is something to do with light textures. If you use the light inspector to change the light shader, does it make any difference? If you examine the MTR file for the light shader you have chosen, it will point to one or two falloff textures (e.g. "lights/biground1a.tga"): do these textures exist in the specified location and have appropriate contents?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • OrbWeaver

      Does anyone actually use the Normalise button in the Surface inspector? Even after looking at the code I'm not quite sure what it's for.
      · 6 replies
    • Ansome

      Turns out my 15th anniversary mission idea has already been done once or twice before! I've been beaten to the punch once again, but I suppose that's to be expected when there's over 170 FMs out there, eh? I'm not complaining though, I love learning new tricks and taking inspiration from past FMs. Best of luck on your own fan missions!
      · 4 replies
    • The Black Arrow

      I wanna play Doom 3, but fhDoom has much better features than dhewm3, yet fhDoom is old, outdated and probably not supported. Damn!
      Makes me think that TDM engine for Doom 3 itself would actually be perfect.
      · 6 replies
    • Petike the Taffer

      Maybe a bit of advice ? In the FM series I'm preparing, the two main characters have the given names Toby and Agnes (it's the protagonist and deuteragonist, respectively), I've been toying with the idea of giving them family names as well, since many of the FM series have named protagonists who have surnames. Toby's from a family who were usually farriers, though he eventually wound up working as a cobbler (this serves as a daylight "front" for his night time thieving). Would it make sense if the man's popularly accepted family name was Farrier ? It's an existing, though less common English surname, and it directly refers to the profession practiced by his relatives. Your suggestions ?
      · 9 replies
    • nbohr1more

      Looks like the "Reverse April Fools" releases were too well hidden. Darkfate still hasn't acknowledge all the new releases. Did you play any of the new April Fools missions?
      · 5 replies
×
×
  • Create New...