Well
#13427 posted by ijed on 2013/12/23 12:02:25
Do you have some delay 3/4 lights in there? From what I can see you must have some errant lights in there somewhere, the other alternative being a very powerful sunlight value, but I can't see any sky in the screenshot.
Also, minlight isn't required - not having it, or a value of 0 count as the same.
#13428 posted by skacky on 2013/12/23 12:28:35
I only use delay 5 lights, and the issue is present in the whole level, not just in this room. My sunlight value is 80.
I tried recompiling with TyrUtils 0.14 but no luck either.
"...Trying To Compile A Map That Is Full Of Errors?"
#13429 posted by Qmaster on 2013/12/23 19:18:59
Full of warnings. Usually about duplicate planes from rounding (we hates the rounding precious yes we do) and the occasional brush face with an invalid normal.
No Beep Message?
#13430 posted by Rick on 2013/12/23 20:09:28
Maybe I'm missing something obvious, but is there a way (in vanilla Quake, no QC) to display a centerprint message without triggering that "beep beep" sound? I've tried triggers and relays with the sound set to "0", but it doesn't work.
Rick
#13431 posted by mfx on 2013/12/23 20:28:51
try sounds/misc/null.wav.
Maybe that helps?
Mfx
That's a Quoth-only functionality.
Grmpf
#13433 posted by mfx on 2013/12/23 20:41:05
Hack!
#13434 posted by ijed on 2013/12/23 20:49:28
Replace the beep sound with a copy of misc/null.wav
#13435 posted by Qmaster on 2013/12/23 23:56:01
Create a new brush entity called "trigger_multiple". Set a new key: "noise" with a value of: "misc/null.wav" Set your message. Give the key sounds a value of 0.
#13436 posted by Qmaster on 2013/12/23 23:57:09
Sorry that last key is "sounds" with a value of "0".
Noise
#13437 posted by Rick on 2013/12/24 16:38:24
Thanks much :)
noise = misc/null.wav
Works. Why?
I'm going to try it on a relay next to see if I can save a model.
Why? For Rick
#13438 posted by - on 2013/12/24 18:46:36
from triggers.qc
void() multi_trigger =
{
...
if (self.noise)
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
...
}
multi_trigger is a function that is called when the trigger is touched/killed/used. the code plays whatever the trigger's 'noise' key is. the 'sounds' key/value that editors expose just switch (in the entity definitions for the triggers themselves) between several hardcoded noise values (which are also precached by the trigger)
Oh
#13439 posted by - on 2013/12/24 18:47:34
if you set a 'sounds', your 'noise' will get overwritten, so don't
Has Anybody Else Ever Noticed
#13440 posted by Rick on 2013/12/24 22:46:12
that the wizmet1_2 texture has one rivet that's misaligned?
Way To Ruin Negke's Xmas, Rick
#13441 posted by Spirit on 2013/12/24 22:59:35
LOL
I'm going to include that texture in more maps from now on ;D
#13443 posted by quaketree on 2013/12/25 03:20:16
What? Do you think that every bolt and rivet in the real world was placed with a micrometer in hand? It's tiny flaws like that in a texture that just take the reality of things in life and place it in the game. If you want nice shiny textures go map for Halo or something...
There, now Negke's Christmas isn't ruined (quite so much).
Source Code To Sin Editing Tools.
#13444 posted by damaged on 2013/12/25 17:04:31
Hello everyone.
A long time ago, ritual released the source to their editing tools. I was wondering if anybody knew what to get it as it is no longer available.
Thanks.
I Bought Sin From Steam A While Ago
#13445 posted by Spiney on 2013/12/26 03:45:48
Doesn't work in Windows7, I see they removed it from their catalog in the meantime.
The second one is okay-ish, but couldn't compete in the marketplace.
Damaged
#13446 posted by madfox on 2013/12/27 02:07:42
Here's the catch to Sin editing ToolsI have form GoldenBoy.
It's all in there, scripting etc.
I tried it out but it's quite messy.
Need Help!
#13448 posted by DannyT on 2013/12/30 14:32:22
How do I change the radius of lights and how do I make doors in trenchbroom?
Ok
#13449 posted by ijed on 2013/12/30 14:44:50
Lights - add a new key (a data entry in an entity, like a light) by hitting the + button when you have it selected and are viewing the 'entity' pane.
It'll create one without any useful data inside, you need to first name it 'light' and then give it a value. By default lights have a value of 400 if you set nothing.
There are various others keys to be added to a light that can give you more control, but you're better off reading more comprehensive documentation for that;
http://shoresofnis.wordpress.com/guides/lighting-basics/
To make a door select one or more brushes and right click on it. Select the option 'create brush entity' and then func_door.
These also have a bunch of keys to set for speed, distance and so on, this is a pretty good guide;
http://www.quakewiki.net/archives/worldcraft/entity/standard/standard.shtm
Good luck!
Default Light Value Is 300!!!!!!!
#13450 posted by mfx on 2013/12/30 14:48:26
:L
#13451 posted by ijed on 2013/12/30 14:54:50
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