Q3MAP vs. Q3MAP2


(Eugeny) #1

Has compiled a map and has compared:


Q3Map


Q3Map2

How to make that was not so darkly, excepting addition of other sources of illumination?:rolleyes:


(ronboy) #2

I personally don’t care about the darkness or brightness when I make a map. I can see a difference in the two pics.


(Eugeny) #3

Here which light, it is made q3map;
Which is more dark, is made q3map2 and weighs less.


(ronboy) #4

I use Q3Map2 for my maps, and I think the lighting is just right.


(Eugeny) #5

In those places where stand entity “light”, there illumination is normal, and where light from torches, it is visible on a screenshot.


(Eugeny) #6

I here think, maps where are a torch, to compile q3map, and the others q3map2


(vicpas) #7

Hi, Eugeny.
You can use key=ambient and value=8 or another in “worldspawn” to modify the ilumination on your maps.
If you use “ambient”, you will need to use key=_color and value= 1 1 1 or another.
Note: Using this procedure, you can decrease the number of the torch.


(ronboy) #8

I always do what vicpas mentioned in my maps. It cuts down on the number of harsh shadows. You should try it Eugeny. The beta for project x you made had many harsh shadows.


(BackSnip3) #9

Try to use samples,pointlight fade and surfacelights, it makes your lighting better,
also it looks darker on Q3map2 cuz it’s to be more realistic I think…:rolleyes:
But keep on Q3map2 because it compiles maps MUCH faster:stroggtapir: