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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.
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@Fith
#1180 posted by Breezeep on 2013/11/29 22:18:29
Nvm, I just found out how to do it, but thanks anyway!
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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.
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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/
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Delay 0
is the default light setting. You must be thinking of something else.
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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.
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Wow
#1185 posted by The Producer on 2013/12/04 07:48:09
If only we had this 16 years ago.
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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?
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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.
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T-Shirt Design
#1188 posted by NightRage on 2013/12/06 19:37:00
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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.
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I'm Making Something
#1193 posted by Breezeep on 2013/12/08 04:22:57
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Breezeep
Cool! But if you want more feedback, it's best to post screenshots in the "Screenshots & Betas" thread.
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@SleepwalkR
#1195 posted by Breezeep on 2013/12/08 14:22:13
Thanks! I'm glad you like it so far!
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When Is The Next Update Coming?
#1196 posted by
Breezeep_ on 2013/12/22 03:30:34
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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?
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@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?
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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.
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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.
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Fifth
Please provide a reproducible test case.
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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.