Experimentation
is key. A lot of the compilers will come with info in readme files on different settings you can add to light entities.
That's how I found out that setting. Make a few different test maps too, nothing beats testing your ideas for different results.
@Fith
#1180 posted by Breezeep on 2013/11/29 22:18:29
Nvm, I just found out how to do it, but thanks anyway!
Problem Is
#1181 posted by
ijed on 2013/11/29 22:38:17
TB doesn't show the values to configure the entities. Open up the source file, either .def or .fgd and it will list how to configure everything.
Also Try Delay 5
#1182 posted by
Rick on 2013/11/30 16:05:41
Personally I think delay 0 has way too much "reach", it just goes forever. I try to use only one or two in a given area, mostly for fill lighting.
Here is some pretty good info on Quake lighting:
http://shoresofnis.wordpress.com/guides/lighting-basics/
Delay 0
is the default light setting. You must be thinking of something else.
You're Right
#1184 posted by
Rick on 2013/11/30 21:51:22
I was thinking about delay 1.
I guess I wasn't yet completely awake.
Wow
#1185 posted by The Producer on 2013/12/04 07:48:09
If only we had this 16 years ago.
Splash Screen
#1186 posted by NightRage on 2013/12/06 19:21:12
Since you've got a Modern Quake Level Editor, Maybe a Modern Logo/Splash could work. It would go perfect on T-shirts to generate awareness and funds. Appeals to the New Gen Level Makers?
http://i43.tinypic.com/rml5xv.png
let me know if you like it?
It's Too Difficult
#1187 posted by
ijed on 2013/12/06 19:26:48
To read. It also looks like you've got two seperate logos next to each other.
T-Shirt Design
#1188 posted by NightRage on 2013/12/06 19:37:00
Nice Design
#1190 posted by
Spiney on 2013/12/06 20:10:35
The broom part looks a little out of place though. I'd also drop the texture and outer glow personally.
#1192 posted by
necros on 2013/12/07 19:59:12
ehh, as long as it goes away on it's own when the editor's loaded.
I'm Making Something
#1193 posted by Breezeep on 2013/12/08 04:22:57
Breezeep
Cool! But if you want more feedback, it's best to post screenshots in the "Screenshots & Betas" thread.
@SleepwalkR
#1195 posted by Breezeep on 2013/12/08 14:22:13
Thanks! I'm glad you like it so far!
When Is The Next Update Coming?
#1196 posted by
Breezeep_ on 2013/12/22 03:30:34
Long Time
The 1.1 branch is not getting updated anymore unless there are serious problems with it, and the 2.0 branch is still under heavy development and it will be a long time until that gets published.
Why?
@SleepwalkR
#1199 posted by
Spiney on 2013/12/22 16:05:04
Any sweeping changes for the user with 2.0 or is it purely a rewiring of the internals?
Hopefully 220 Map Support ;)
I need that improved texture alignment! ;)
Also, I am coming up against problems with TB atm where anytime I try and place an entity it comes up with this -
https://www.dropbox.com/s/e65l532v85f6blr/Screenshot%202013-12-22%2015.08.44.png
I click ignore and carry on but it's a pain all the same.
Lots Of Things Will Be Improved
It's really too much to list right now, but most importantly TB2 will have support for other games than Quake.
Fifth
Please provide a reproducible test case.
Ve Got A Few As Well
#1203 posted by
ijed on 2013/12/22 17:16:47
That I've been meaning to post.
The most interesting one seems to be having a selection out of view, which causes a cascade error message which continues even when closing the editor itself and has to be closed from the OS.
I believe this is down to map size though.
Will post it when I get near a PC.