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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Is the texture applied at scale of 1.0? Are you meaning that you want to see more detail upclose instead of pixels? In that case you'd have to shrink the texture, but you'll still see pixels, just probably not as big. 
Phait 
Ah... I didn't see this feature of texture scaling.. I'm going to take a look at the Help file, it certainly has further informations I missed...
Thanx
Bye.. 
Antilights, WAD3 Support 
and other things are now available at http://user.tninet.se/~xir870k .

Any comments are welcome. 
Hmmm. 
you may not want to build a whole level with different texture scaling... for one thing, it messes the lightmaps up something fierce as well as makes qbsp cut up faces more i think.
i tried doing that for a speedmap and it looked awful. mind you the map was pretty bad to begin with... ;) 
LTH 
Dunno if anyone has answered your Q1rad question, if not then here ya go:

"Coloured light, how?"

use the -exportlit cmd line parm when compiling light.

"light emitting surfaces, any way to stop them being so bright?"

No... :( Unfortunately not, it sucks yeah. Best way to get around it is use light textures with very very dark borders so that the visual effect is subdued / eliminated in MOST cases, or use a light texture where the "light" covers the entire texture, with no border etc..

Happy fun whay! 
Btw 
q1rad coolness again, try messing with the "-smooth x" option, its fucking lovely, x=max angle q1rad will smooth the light around, set this at around 25-30 and a 12 sided cylinder looks like a 120 sides cylinder, cool effect! 
Bah 
Radiosity is the sawk, I've gone back to trusty old TyrLite. That said, that 'smooth' function sounds interesting - but I can't be arsed to convert all of my coloured lights back into the stupid format that Q1rad needs, instead of the sensible format that TyrLite & co use. And anyways, I don't really like the light-saturating effect that radiosity has.

Cheers anyway! 
Hmmm 
did you try -bounce 0 and what light brightness settings were you using for your surfacelights? 
 
What's the point of using a radiosity lighting tool with bounce turned off? 
Errr 
so you can say "I make teh map look sexeh MOH YEAH!!!"

like duh... :D 
I'm With LTH 
Doesn't bounce 0 mean no radiosity? I'm confused...

: ) 
AguirRe 
My comment is, hurrah!

Thank you all the hard work, aguirRe. 
Well... 
"radiosity" refers to bouncing light, sure, but in our line of work, it's usually paired with light emitting surfaces. So, if you want light emiting surfaces, but don't care about bouncing light, you might use bounce 0.

Yes, i'm very drunk. And i can still type better than you. 
But... 
As previously stated, I don't care about light emitting surfaces, since they look crap. 
Lodfop 
I typed that header with my nipples. The amazing world of wireless. 
 
You must have some fucking big bitch tits to be able to type with them. 
Lol 
Bob has bitch tits -- nope just a set of extremely cold nipples. 
Btw, LTH 
glad to see you on the func_board. Does that mean you are you mapping as much as you code these days? 
Lol 
You could say that. 
AguirRe 
Could you just explain the use of _sun_mangle for me: how are the two parameters used? 
Mike 
x = yaw, y = pitch, z = placeholder. 
LTH 
Thanks. I understand yaw and pitch but not 'placeholder'.

Sorry to be dense but I have never used _sunlight before: I am only trying it now after reading some comments by AguirRe in this forum.

I have a rather large (high) set of mountains in FMB12 and lighting them is proving difficult.

As a by the way, is 256 the largest texture size that can be used in Quake1 - I can see some pretty obvious tiling? 
Mike: 
'Placeholder' means just put zero; i believe it's needed becuase the compiler expects a vector, but only actually has a use for two or the numbers.

Re: texture size, first, check this: http://www.celephais.net/stuff/texturefaq.htm

Second, try scaling the texture up, or using more lighting variation to break up the large surfaces. (I know, "lighting variation" is contrary to the whole _sunlight aesthetic. But you could still put in some subtle point lights or antilights to create the needed variety.) 
Mike 
placeholder is exactly that - it doesn't do anything, it's just necessary to convince the compile utils that you're using a 3-part vector. 
Metl 
Doesn't HalfLife allow texture randomization? How does it do it? 
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