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Lighting help? Rate Topic: -----

#1 User is offline   tupp Icon

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Posted 27 October 2014 - 01:29 AM

I've been making a few icy jumps and I searched some tutorials on icy mapping in urt (I'm pretty new to this). Anyway for some reason my map supposedly has a ton of lights and the compile time has increased from like 10 seconds to about a minute. Not sure if this is normal. Also the amount of "portals" increased by a LOT since I started the map.

Another thing - should all my brushes be part of the worldspawn entity?

Here's the 'vis' part of my console after my last compile:
--- Vis ---
saveprt = true
Loading C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.bsp
Loading C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.prt
  1299 portalclusters
  3183 numportals
  1853 numfaces
  6366 active portals
     0 hint portals
visdatasize:218240

--- BasePortalVis (6366) ---
0...1...2...3...4...5...6...7...8...9... (0)
      4 average number of passages per leaf
     11 MB required passage memory

--- CreatePassages (6366) ---
0...1...2...3...4...5...6...7...8...9... (2)

--- PassagePortalFlow (6366) ---
0...1...2...3...4...5...6...7...8...9... (45)
creating leaf vis...
Total visible clusters: 527312
Average clusters visible: 405
Writing C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.bsp
Wrote 0.7 MB (711228 bytes)
       48 seconds elapsed
Disconnecting
Connection closed.
Setting up
Listening...
=== running BSP command ===
  "C:/Users/Steven/Downloads/GtkRadiant-1.6.4-20131213/GtkRadiant-1.6.4-20131213/q3map2_urt" -v  -connect 127.0.0.1:39000  -game quake3 -fs_basepath "C:/Users/Steven/Desktop/UrbanTerror42-DEV/" -light -fast -filter -fs_game q3ut4 "C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.map"
Connected.
2 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - vFS21
Based on q3map2_fs20g, which was forked from 2.5.16
--- InitPaths ---
VFS Init: C:/Users/Steven/Desktop/UrbanTerror42-DEV//q3ut4/
VFS Init: C:/Users/Steven/Desktop/UrbanTerror42-DEV//baseq3/

--- Light ---
Fast mode enabled
Lightmap filtering enabled
Map has shader script C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/../scripts/q3map2_fasticy_3.shader
entering scripts/shaderlist.txt
entering scripts/icytutorial.shader
entering scripts/tutorial_common.shader
entering scripts/acommon.shader
WARNING: Unknown surfaceparm: "nomipmaps"
entering scripts/00icyliftutorial.shader
      155 shaderInfo
Loading C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.bsp
Loading C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.srf
--- LoadMapFile ---
Loading C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.map
entering C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.map
       35 light entities
--- SetupBrushes ---
      377 opaque brushes
--- SetupDirt ---
       48 dirtmap vectors
--- SetupFloodLight ---
       64 numFloodVectors
--- SetupSurfaceLightmaps ---
      604 surfaces
      448 raw lightmaps
       39 surfaces vertex lit
      565 surfaces lightmapped
      565 planar surfaces lightmapped
        0 non-planar surfaces lightmapped
        0 patches lightmapped
        0 planar patches lightmapped
--- SetupTraceNodes ---
   124990 trace windings (31.47MB)
   248179 trace triangles (20.83MB)
   109212 trace nodes (6.67MB)
    54607 leaf nodes (3.33MB)
        2 average windings per leaf node
       32 max trace depth
--- SetupGrid ---
Grid size = { 80, 80, 144 }
Storing adjusted grid size
  1047600 grid points
--- RADBUMP PASS 1 of 4 ---
--- CreateLights ---
Sun: textures/icytutorial/stratosphere
       35 point lights
        0 spotlights
      556 diffuse (area) lights
       16 sun/sky lights
--- SetupEnvelopes (fast) ---
      607 total lights
        0 culled lights
--- TraceGrid ---
0...1...2...3...4...5...6...7...8...9... (14)
225 x 97 x 48 = 1047600 grid
  3168324 grid points envelope culled
        0 grid points bounds culled
--- MapRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (1)
        0 luxels
   406800 luxels mapped
    41224 luxels occluded
--- SetupEnvelopes (fast) ---
      607 total lights
        0 culled lights
--- IlluminateRawLightmap ---
0...1...2...3...4...5...6...7...8...9... (14)
   457697 luxels illuminated
--- IlluminateVertexes ---
0...1...2...3...4...5...6...7...8...9... (0)
     2449 vertexes illuminated
     6947 lights plane culled
    23329 lights envelope culled
        0 lights bounds culled
   236798 lights cluster culled
--- StoreSurfaceLightmaps ---
Subsampling...sorting...allocating...storing...projecting...done.
   454322 luxels used
   507904 luxels stored (89.45 percent efficiency)
        0 solid surface lightmaps
        0 identical surface lightmaps, using 0 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
       31 BSP lightmaps
       31 total lightmaps
       63 unique lightmap/shader combinations
Writing C:/Users/Steven/Desktop/UrbanTerror42-DEV/q3ut4/maps/fasticy_3.bsp
Wrote 10.1 MB (10615760 bytes)
       31 seconds elapsed
Disconnecting
Connection closed.


Anyway, I just want to make sure what i'm doing is somewhat ok :)

PS. This probably won't become an actual map i'm just doing it for fun right now....


#3 User is offline   tupp Icon

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Posted 27 October 2014 - 02:54 AM

Thanks!
One last thing - It says I have 607 lights when I only directly placed 35 + a few from env.

--- CreateLights --- Sun: textures/icytutorial/stratosphere        
35 point lights         
0 spotlights       
556 diffuse (area) lights        
16 sun/sky lights 
--- SetupEnvelopes (fast) ---       
607 total lights         
0 culled lights 
--- TraceGrid ---


These diffuse/area lights confuse me. Are these brushes that emit light?

EDIT:

Thanks for that structural/detail page. I was making some surfaces detail already, but I thought detailed things you can walk through xD so I only made surfaces detail when there was another playerclip brush above it.... anyway I cut the time it took to illuminate the map by a lot. Not sure how I have so many 'portals' though because my map looks like 4 big boxes connected by teleporters when details are filtered out. (they are icy jumps)

This post has been edited by tupp: 27 October 2014 - 03:47 AM



#5 User is offline   tupp Icon

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Posted 28 October 2014 - 05:22 AM

Thing is, I have 556 of these area lights when I havent set any brushes to emit light... Is there any way to stop them from doing this?

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#8 User is offline   tupp Icon

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Posted 29 October 2014 - 01:32 AM

ok thanks guys :) I guess waiting a couple extra minutes never hurt anyone :P

This post has been edited by tupp: 29 October 2014 - 01:33 AM


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