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InsideQC Forums • View topic - Lights in Quake

Lights in Quake

Discuss programming in the QuakeC language.

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Lights in Quake

Postby toneddu2000 » Sat Jan 28, 2012 2:42 pm

- my first commercial game, made with FTEQW game engine
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Re: Lights in Quake

Postby goldenboy » Sat Jan 28, 2012 7:11 pm

The lights are transmogrified into lightmaps by the map compiling tools.

The void () light etc. in the QC is for use in the map editor.

I don't think you can access the lights from QuakeC, but ISTR that you can modify the light styles. Drake has some code that modifies the map's light level at runtime by messing with lightstyles. RMQ uses it to darken the map during shambler lightning etc.

I'd like a good explanation of the entire light stuff by someone knowledgeable, as well.
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Re: Lights in Quake

Postby toneddu2000 » Sat Jan 28, 2012 9:19 pm

a thing that I don't understand is that in r_shadow.c (I don't know if there's in stock quake too) there's hardcoded same names of lights (light,light_fluoro,light_fluorospark,etc.). So I presume all these types of lights are already present in quake engine.

Anyway I tried the code to make the light "flickering" but the light I put in NetRadiant remain steady. Instead lights present in original quake maps are correct (normal where normal, flickering where flickering) so it's probably some key I fail to put in NetRadiant. Curious thing is that if I add the key "lightstylee" in NetRadiant the map file is unreadable next time I open it!
- my first commercial game, made with FTEQW game engine
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Re: Lights in Quake

Postby ceriux » Sun Jan 29, 2012 7:31 am

look at your qc the functions for lights have something like abababababbba or something like that. that determines how the lights act. make a test map and try each type of light out so you know how it looks ingame and in qc. that way you can get an idea of how to create custom lighting effects. like the specific flicker you may want.
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Re: Lights in Quake

Postby goldenboy » Sun Jan 29, 2012 8:03 am

The key you need to use is "style" with a number. I think the numbers are in the QC.
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Re: Lights in Quake

Postby toneddu2000 » Mon Jan 30, 2012 12:26 pm

Yes, thanks guys. I was aware of the "abababababa" convention for differentiate illumination. The problem is that I tried even with style key and for value 1 or or 3 but nothing.
Let me ask you this: if a light is "written" inside a bsp file from a map file, what is the best method to "debug" it?
1) Use a misc_model in the map and see if it has been lit
2) Put a monster in the map and see if it has been lit
Thanks again
- my first commercial game, made with FTEQW game engine
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