It's amazing how much inertia you can slam into when you switch from using your own stuff to using other people's stuff :-z
Yikes.
Aside from the sheer number of tools you need to get working to build a map - all of them have weird and almost inexplicable limits which cause the map making process to explode in a variety of different ways. All of them pretty infuriating.
All errors seen so far could be described: "computer says no".
I have just about managed to get my test map lit properly but not without pain, confusion, trial-and-error and googling. And it still doesn't look right.
One of the biggest problems has been the fact that 'Quake 2' map making tools and guides have been trounced/merged/aliased with similar instructions for Quake2World, Quake3, Quake4... and the editor I picked (QERadiant) tries to support them all. So in many cases guides which appear to be talking about Quake2 are actually flipping between all of them and ignoring limits in classic Quake2.
Oh well. That's what I get for resurrecting old technology
Some of the problems I hit straight away:
- map too big to light with default settings
- some objects with no textures on them were still getting used by the lighting pass, and acting like they had textures, causing the lighting tool to explode because of the size of the lightmaps required.
- sky box wasn't marked with sky flag
- not clear how to put sky textures on sky boxes, since sky textures are not .wal format in Q2, but PCX/TGA. can't get QER to load PCX/TGA as textures. so i did it anyway with .WAL to try and get the ambient lighting right. .WAL get remapped to original Q2 palette. looks awful. probably a bad move overall.
- lighting tool keeps running out of radiosity patches, lightmaps, vertices (!?), RAM, other random things...
Despite all of that I'm making a bit of progress. Still need to understand some things about skies and lighting in Q2, but other areas are getting a bit clearer.
The screenshot is from Quake 2 on the PC, running the test map I was trying to light... it gets darker in the tunnel, which is a good sign. There is also a greyish lightsource from below (not visible here) which ties with the lower sky texture. And yellowish colour from above/around, which is right. But the bright sun in the corner of the skybox seems to be absent... hmm.
Image1.png
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