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Progress!
#11423 posted by biff_debris. on 2011/08/31 01:31:26
Turns out I just didn't have the entries to the used textures in the wad. Feel free to throw stones or other heavy objects.
Biff
#11424 posted by necros on 2011/08/31 20:07:45
not stones or heavy objects, and not to belittle tyrann's tools, but there's really no reason not to use aguirre's stuff.
they are the most up to date.
http://user.tninet.se/~xir870k/txqbspbjp.zip
i have yet to see a more robust bsp compiler.
http://www.quaddicted.com/tools/wvis_20100119.7z
it has multi threaded vis thanks to willem's and tuna's tweaks.
http://www.quaddicted.com/tools/BengtLightColouredR2.zip
mh tweaked aguirre's light to have colour and multi threading while still keeping all the things that made it great like sunlight2, _anglesense, _softangle and delay 5.
_anglesense ???
#11425 posted by Drew on 2011/09/01 01:29:37
Hi Biff! :3
#11426 posted by raptorE on 2011/09/01 02:41:21
I'm glad you solved the issue because I think I was going to be useless in this case.
#11427 posted by necros on 2011/09/01 08:13:55
_anglesense controls how much light lights up a surface depending on the angle it is hitting it.
for example, if you have an omni directional light placed 16 units away from a flat surface, only a small area around the light will be lit up with the light intensity attenuating quickly as you get further away.
reducing _anglesense will make the light care less about the shallow angle it's hitting the face on and light up the surface farther out.
conversely, bringing _anglesense up will make it affect surfaces less unless the light is almost hitting perpendicular to the surface.
this is useful if you have, for example, a spot light that you want to make look 'fatter' but need to keep close to a wall. setting _anglesense low will make it light up a lot more area.
it also makes faking nice ambient occlusion shadows easier.
_softangle is a spotlight setting. essentially, you get more control over spots.
'angle' sets the max cone angle of the light, but _softangle sets the area that will be 100% light (not counting distance).
so you set 'angle' to 90 and '_softangle' to 30 and you get a spot that's very wide, but with only a small bright area in the center with a nice smooth gradient, as opposed to completely blanketing everything in light.
these two settings alone make it impossible not to use the tool for me. i find them way too useful! :)
Event_lightning
#11428 posted by Orl on 2011/09/22 03:01:06
Hopefully somebody can clear this up. I am familiar with how the event_lightning entity works, as explained on the forge here http://www.quakewiki.net/archives/worldcraft/entity/standard/std2.shtm#1
What I want however, is to have four lightning bolts go off at the same time. So I simply tried setting it up the same way as the first one I made which works fine, however only the first lightning bolt goes off, the other 3 that are triggered to go off, do not.
What am I doing wrong, or what is the trick with the event_lightning entity that I can have four go off at the same time?
Lightning Bolt, Lightning Bolt
#11429 posted by Preach on 2011/09/22 10:17:20
The chthon lightning is hard coded for one use only. If you want multiple bolts you might have to use the hack detailed here:
http://www.celephais.net/board/view_thread.php?id=37116&start=11&end=11
Orl Lightning
#11430 posted by mechtech on 2011/09/22 13:56:23
#11431 posted by Orl on 2011/09/23 03:07:58
Thank you Preach, I knew there was going to be some complicated hack involved, but you explained it well. And thanks Mechtech for showing me that progs.dat reference map, I'm certain that will come in handy in the future.
Unfortunately, the lightning bolt hack does not have the effect I was hoping for. The bolt only lasts for less than a second, and one of the bolts I set up goes in a completely different direction then what I set its v_angle to.
Regardless, having these bolts appear is just for detail in my map, and in no way affects the gameplay, it was merely just for looks, but I can do without.
I Ran Into The Same Problem In The Hand
#11432 posted by RickyT33 on 2011/09/23 03:39:47
I ended up using lazers instead.
#11433 posted by necros on 2011/09/23 03:50:29
to make the bolt last longer, make a bunch of relays each triggering the lightning, and being triggered by the actual trigger.
then set incremental delays on each, so the first has 0, the next 0.2, 0.4, 0.6, etc... for as long as you want.
if the bolt needs to last a long time, you could try using a nail shooter logic gate and opening and closing the logic gate func_door to turn on and off the lightning.
Good Suggestion Necros
#11434 posted by Orl on 2011/09/24 03:24:08
Using the trigger relays, I have managed to get the result I want, close enough anyway. Only problem is the clutter of relay and trigger entities everywhere, but I guess its necessary. :)
#11435 posted by necros on 2011/09/24 04:02:11
you could always just stick them way outside the map and cover them all with a single brush so they don't cause leaks if they really bother you.
i usually just put up with them though. :P
#11436 posted by gb on 2011/09/26 00:45:04
Or just use QC.
Func_togglewall
#11440 posted by mechtech on 2011/10/16 20:57:53
Just curious why func_togglewall set to emit particles is not effected by vis. Ignored in the PVS ?
#11441 posted by necros on 2011/10/16 21:18:10
all tempEntities ignore pvs. that includes lightning.
#11442 posted by necros on 2011/10/16 21:20:00
to elaborate, it probably has to do with speed. i think it's faster to just always draw particles rather than check visibility on each one (explosions spawn a hundred or so particles).
in the case of the larger tempEntities, for example beams and explosions (and chthon lava splash), the area they can travel is quite large so simply testing pvs on the spawn point is not enough.
Yeah,,,
#11443 posted by metlslime on 2011/10/17 07:08:53
theoretically each particle effect could have a bounding box (hard-coded once someone figures out what the sizes should be) and the server could do a pvs check on each effect using the box. effects are short enough in time that it would pretty much work.
My Old Map Doesnt Work In NQuake
#11444 posted by Quid on 2011/10/26 12:44:33
Hello everyone,
I used to play Quake back in the days, back then i made a map called Battle Zone.
You can grab it here: http://www.quid.dk/temp/battle.rar
It works fine when i play it in WinQuake, but when i load it in nQuake it just crashes with this message: http://www.quid.dk/temp/battle.png :(
Another person tried the map in a clean ezQuake and it works fine there.
Anyone know why? And how i can get it to run in nQuake?
I've Never Even
#11445 posted by Drew on 2011/10/26 14:56:31
heard of nQuake!
NQuake
#11446 posted by Quid on 2011/10/26 15:22:31
nQuake is package build on ezQuake, includes everything you need as a newcomer :)
http://www.nquake.com/
#11447 posted by negke on 2011/10/26 15:45:15
The map seems to be okay, I can't see any conflicts. So it's probably something with ezQuake, possibly a wrong config setting or missing files on the server.
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