Creating A Sun Effect?
#10878 posted by ShoutBoxKyle on 2011/02/25 23:35:23
So, i want a sun effect, resemebling the sun. I use QuArK. Also it would be nice to have a sun without the textures getting white from the light, but still remaining colour like in real life. I need it for my outdoors map:D
You Need A Skybox
#10879 posted by RickyT33 on 2011/02/25 23:55:32
You need to name the skybox images YourNameOfChoicert
YourNameOfChoicelt
YourNameOfChoiceup
YourNameOfChoicedn
YourNameOfChoicebk
YourNameOfChoiceft
Put them in quake\id1\gfx\env
Put a key in your Worldspawn "sky" with the value "YourNameOfChoice"
:)
Necros,
#10880 posted by ijed on 2011/02/26 00:17:35
I was replying to your concept - the rings would respawn, but only in specific places, maybe 29 seconds apart, and the level would be full of, say, Shamblers and the player weaponless.
To allow for exploration and to be less frustrating the rings would respawn, so the player could come back at any time, but would have to find the next ring location without being seen in order to progress.
Ideally getting seen would be a lose condition, unless the player managed to speedrun to the exit (or better yet, the weapon cache).
Hm
#10881 posted by ijed on 2011/02/26 00:18:36
Additional exploration before the weapons cache could be included by having no ammo in the cache, only in the level itself.
Would probably have to destroy all rings once the cache was raided as well.
Shamblers and the player weaponless
Hence my idea of giving the player RL and full ammo - it'd be useless against the Shamblers anyway.
The Idea
#10883 posted by ijed on 2011/02/26 00:24:57
Is from Ricky's remix map of e4m1 which had the biosuits respawning and all the water as slime.
Could Be
#10884 posted by ijed on 2011/02/26 00:27:32
But it suggest to the player that they can go gung ho. Better to take away all their stuff and leave them crippled - like that level in MaxPayne 1 where you escape from the gangsters, or that Riddick game.
By the time they reach the cache they feel immensely overpowered from being in such a weak starting point.
Downside is the level will have to be relatively small so as not to get frustrating.
Nobody would try to kill a horde of Shamblers with the RL in Quake, though.
Level size - a speedmap would work (there was a timelimit themed session once), or just as a section in a bigger map.
#10886 posted by necros on 2011/02/26 00:37:37
Nobody would try to kill a horde of Shamblers with the RL in Quake, though.
i've often had thoughts like this when making maps, and invariably, there's always someone who does.
sometimes you get lucky and it's your testers. :S
in the case of such an atypical gimmick, i'd be in favour of the heavy-handed approach: take everything away (or provide nothing) so as to leave no question about what you're expected to do.
hl2 intro maps have you running away, ostensibly for your life.
sure, some, maybe even most, players would RP those maps and run away, but you know if they had enough guns and ammo they'd clear out a citadel's worth of metro-cops before deciding to go away.
RL Vs Shamblers
#10887 posted by negke on 2011/02/26 10:56:59
It takes 11 rockets to kill a shambler (three with quad <-fun with enough space) - same amount as 11 DBS shots (=22 shells). The RL is obviously not favorable in close combat because of its splash damage, but for sniping shamblers it's fine, especially if there are other monsters around that can take damage from it too. People seem to be stuck on the notion that shamblers are immune to rocket damage altogether.
Of Course
But it's still a waste of rockets, that could as well be spent on a bunch of HKnights instead.
Random Sigh
#10889 posted by negke on 2011/02/26 15:19:46
There's mapping for Quake. And then there's mapping for DarkPlaces...
Creating A Sun Effect? #2
#10890 posted by ShoutBoxKyle on 2011/02/26 16:29:47
Well having a skybox does'nt make it so theres a realistic sun that shines. I do use darkplaces.
So if a have a skybox in my darkplaces mod, how would a create a realtistic sun that shines and casts light over the map. I use QuArK!
Also
#10891 posted by ShoutBoxKyle on 2011/02/26 17:05:47
I use real time lighting.
#10892 posted by necros on 2011/02/26 20:30:48
neg:
There's mapping for Quake. And then there's mapping for DarkPlaces...
?
re: 10890
Well having a skybox does'nt make it so theres a realistic sun that shines. I do use darkplaces.
So if a have a skybox in my darkplaces mod, how would a create a realtistic sun that shines and casts light over the map. I use QuArK!
since you're using darkplaces, put a super long range dynamic light then?
Uh
#10893 posted by ShoutBoxKyle on 2011/02/27 00:22:35
Durr? How would i do that :D
Hurr Im A Durr
#10894 posted by jt_ on 2011/02/27 00:40:10
Vertex Limit
people have been mentioning. Does this include all aspects of the map's geometry, or is it just 'solid' geometry and excludes func_wall/func_illusionary?
It Includes Funcs
#10896 posted by RickyT33 on 2011/03/04 02:53:53
You can get past it by making .bsp files and inserting them with an entity. It works for illusionarys. Wait until you get near the limit then make your illusionaries into extrnal .bsp files. The entity will be the center of the external .bsp. I believe that you can use this feature in Quoth. You need to bear in mind for lighting. Unless you want your external .bsps to show as fullbrights in the map, you need to light them, so they need the lights which are casting lights on them to be there in the external .bsp, in the same positions. So it is something you should do towards the end of your cycle.
hmm, okay, sounds like this could get painful as you say :p
"57774 vertexes"
Fun...:E
I Assume You Are Using Txqbsp As A Compiler
#10899 posted by RickyT33 on 2011/03/04 04:08:51
You might have to start using the command -hilimit if you are not already ;)
#10900 posted by necros on 2011/03/04 05:21:05
i'm not sure, but isn't the 65k vertex limit a 'hard' limit, in that, you can't change it without messing with the actual bsp format?
but yeah, vertex limit isn't fun. had to split my current map because of it.
Well, my map has an intro with a lot of detail in it, I guess that could be split off without trouble :E
After that it gets very hairy. Removing some of that lovely trim perhaps :(
Split The Map!
#10902 posted by ijed on 2011/03/04 15:04:06
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