_sunlight
#1277 posted by Mike Woodham on 2004/02/29 07:52:08
Is _sunlight affected by the number of sky brushes in use in a map: I am joining several maps where there are many sky brushes used to 'seal' the individual maps (some 30 individual brushes of varying dimensions). These end up in my new map in various height positions lelative to each other e.g. a sky brush may be placed at +1024 units and another at -1024 units, whereas they were create at +2048 and +3072 units.
I suppose I am asking whether or not _sunlight calculates its 'sunshine' from each sky brush and that if sky brushes are at differing heights, is the resulting 'sunshine' going to look different according to the distance between the sky and the ground. As it were...
_sunlight
#1278 posted by Mike Woodham on 2004/02/29 07:53:51
Having just hit Submit, I realise that I am probably asking this question of aguirRe more than anyone else. Still, others may be interested?
Amount Or Distance
#1279 posted by aguirRe on 2004/02/29 08:43:12
of sky brushes are irrelevant. The basic thing that matters is if a certain face can "see" a sky brush, i.e. a straight line can be drawn between the face and any sky brush. This is all that is required for indirect sunlight (sunlight2, outdoor minlight) to hit the face.
For direct sunlight, the line must also have the right angle as specified in sunmangle.
AguirRe
#1280 posted by Mike Woodham on 2004/02/29 11:07:49
Got it, thanks.
Space Skybox
#1281 posted by LTH on 2004/02/29 12:16:13
I'm looking for a skybox of empty space, nebulas, etc. If you know where I can get one, please help!
Cheers
Conversion To Ultimate Deathmatch Mod Format
http://www.planetquake.com/speedy/stuff.htm
http://www.planetquake.com/jaj/skies.html
LTH, if you can make some models for UD let me know. Enjoy... :)
http://www.planetquake.com/ud/
I'v found that speed maps suit my needs for maps for the mod. I'v patched Koohoo with the author's permission, so you can gib the end monster. Conversion of maps(speed maps mostly) by zwiffle, than, rpg, necros, xen, and a few others i'll be starting soon.
Just the changing entity lists, keeping the original flow of the game for sp. For dm, adding the mod specific items. Have many picked out, trying to narrowing it down.
If you have a problem with this let me know. No disrespect for map authors is intended. Can't find mappers, so I have to do it myself.
as
Shadowalker
#1283 posted by LTH on 2004/03/01 06:35:28
I'm a crap skinner. If you can get past that, I can make technical (ie. not monster) models. I'm quite busy right now though, so tell me what you need and I'll see if I can find the time.
And none of those skyboxes are 'empty space / nebula', which is what I'm looking for.
HOM Problem
#1284 posted by JPLambert on 2004/03/01 10:22:35
I have an HOM problem in my map during the game.. TxQBSP, RVIS and ARGHLITE processes are OK , and map size is about 500 ko only... This is the first time I face this problem. How can I prevent my map from HOM problem ???
See Post #1275
#1285 posted by aguirRe on 2004/03/01 10:42:31
..
AguirRe
#1286 posted by JPLambert on 2004/03/01 13:59:49
Thanx for your help, but, what link(s) is(are) able to help me ?? I have no idea about what to look for...
...sorry...
Sorry, It Appeared
#1287 posted by aguirRe on 2004/03/01 14:14:18
above in your post #1276 as if you already found the Q1 Tooltips and got help from it. Anyway, look in the bottom right corner of my site or click here: http://user.tninet.se/~xir870k/tooltips.txt .
If you still need help with your HOM, you can send me the zipped map+wad and I'll take a look at it.
Shadowalker
#1288 posted by HeadThump on 2004/03/01 16:29:34
I had no idea UD has single player capabilaties. I have some older levels on my harddrive I could fix up for the mod, and I have a mindflayer model I made for the original Thief I would be glad to convert to Quake mdl format. So if you are interested I'll work them over this coming weekend.
AguirRe
#1289 posted by JPLambert on 2004/03/01 16:40:01
OK, I found the stuff... it seems to be a problem coming from RVIS... As you explain in the tooltip text file (thanks for the related link...), I try "gl_clear 1" and "r_novis 1" command from the console, and it solves me the HOM problem...
I will check all the brushes, and try to realign all textures if required... Thus I will see if HOM remains... otherwize perhaps there exists some compilation options I forgot... I'm very curious about those you currently use... I have to improve and optimize my process...
Thanx
Bye...
Biff Debris?
#1290 posted by FaTbOy! on 2004/03/01 17:16:47
This guy made a couple texture packs that fleshed out the standard base, and metal id textures. In them he used a stone texture in combination with some of the tech textures to produce a very cool looking set of hall/wall textures. Unfortunnatly it doesnt look like the actuall stone texture got included in the WAD. Id "really" like to get a matching stone texture to go with the others. Does anyone know where I can get it or maybe contact Biff Debris? Id like to use these textures in my first mapping attempt, but not having the base stone texture is a bummer.
Thanks! FaT.
FaTbOy!
#1291 posted by biff_debris on 2004/03/01 17:33:36
I'm assuming that you're referring to the rok_la* or _re* texes, and those were made by Asaki. The stone texture itself is cliff1, which I've got -- but dunno where I got it from. If you would like, I could send it to you via email -- unless someone else might know what .wad it originally resided in...
Thanks!
#1292 posted by FaTbOy! on 2004/03/01 22:49:14
garthargh@yahoo.com
I am a compulsive collector, if you've got links to, or .wad files of any interesting textures feel free to send them to me. One thing though since I am using yahoo, there is a size limit of 1 or 1.5 megs imposed on emails recieved.
Btw great texture sets! There are detail textures in them that I have been wishing for for years. Ive made several not to successful attempts to modify some of the exsisting id textures to suit my purposes. But so far I wouldnt show any of them to my parents, much less to the public.
Anyhoo, thanks again! FaT.
Cliff1
#1293 posted by nb on 2004/03/02 03:14:21
If it's the same one I'm thinking of, it came from the Rogue mission pack.
Sent =D
#1294 posted by biff_debris on 2004/03/02 05:08:11
Just fired off a little .wad with the texture to you -- ahh, technology.
Thanks!
#1295 posted by FaTbOy! on 2004/03/02 11:23:08
Yes the internet is a wonderful thing.
I looked through the rogue wad and didnt see it. I have had my doubts as to the completeness (that a word?) of some of the id and crew .wads out there.
Screwy thing now is worldcraft keeps telling me the .bsp for my level wasnt built. Its rather anoying...
Stupid Question...
#1296 posted by FaTbOy! on 2004/03/02 11:36:32
about Bengt jardrup's tools. There are alot of files with the .c extention. Would I be assuming correctly that these are source files and do not need to be installed into my worldcraft tools directory?
Yep.
#1297 posted by necros on 2004/03/02 11:40:30
all you need are the .exe files
Yep.
#1298 posted by necros on 2004/03/02 11:40:31
all you need are the .exe files
Woah...
#1299 posted by necros on 2004/03/02 11:40:44
i double posted!
Missing Texture
#1300 posted by Mike Woodham on 2004/03/02 15:42:49
I have a missing texture in the .bsp and it is not visible in the game. However, I have looked through the .map file and cannot find the name of the texture to enable me to change it.
I know I do not need to do anything... but I want to.
So, fellow mappers, is there a tool to check the .bsp to get the name of the texture. Alternatively, how can I easily locate this missing texture?
If You Have
#1301 posted by aguirRe on 2004/03/02 16:00:08
built the bsp from a map file, just check the compiler log.
AFAIK, it's not possible to see in the bsp which texture (i.e. name) that is missing, because it's ... missing.
If you can't see it in-game, it's probably some kind of a clip/trigger texture. Surprisingly many released bsps have missing textures.
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