Scampie
#13585 posted by digs on 2014/02/05 06:42:43
thanks
Extra Health
those are interesting to note!
I think as the game progresses a lot of encounters are made easier due to the extra power of the weapons you have. Would be fun to be put into a room with a bullet sponge enemy to create extra panic.
Be Easy With The Extra Health
#13587 posted by - on 2014/02/05 13:49:26
it can be difficult to sell to the player why monsters are more beefy than normal, and that doesn't always make enemies more difficult, pain animations will still play and lock the enemy from retaliating... so they just take more ammo than usual.
I think it's best done on single enemies with something like "effects" "3" (i think 3 is the golden particles?) that gives a visual cue that the enemy is special
Effects 8
is just a nice light effect.
The effect 3 seems kind of broken.
3
#13589 posted by ijed on 2014/02/05 15:18:07
Is a combination of 1 + 2.
And I don't think 1 exists?
Effects
#13590 posted by negke on 2014/02/07 17:03:20
The values are 1 (particles), 4 (artifact glow), 8 (muzzleflash glow)
Not Sure
#13591 posted by ijed on 2014/02/10 21:06:00
If this belongs here, but is there a way for me to force an entity to be fullbright without using fullbright textures?
Specifically I want to use it on windows, but using water textures won't work because they have a specific pattern I want to maintain.
Ijed
#13592 posted by Kinn on 2014/02/10 21:18:20
What sort of entity? If it can be modelled with brushes, then an external bsp model will do it.
#13593 posted by necros on 2014/02/10 23:59:28
i think so??
basically setOrigin() the entity to an area where it is bright, then manually change .origin to the new place.
I've never tried it though.
Aha, External Bsp
#13594 posted by ijed on 2014/02/11 00:44:50
It's a func_breakable, or to be precise, various of them. The external bsp should do it,since resting the origin sounds like it'd be fiddly across this many entities.
I forgot about external BSPs, those should do the trick well enough. I suspect there'll be a problem with collision though. At least there was with expanding door triggers when I tried instancing their BSPs a while back.
Thanks guys.
#13595 posted by necros on 2014/02/11 01:01:51
actually no! external bsps can have perfectly working collision; several of the sarcophagi in ne_ruins were external bsps.
Yeah,
#13596 posted by ijed on 2014/02/11 02:07:44
Like I say, it was only the trigger bbox of the door with a weird offset, the door itself was fine.
From Tyrann Tools Light Docs
#13597 posted by mechtech on 2014/02/11 02:39:25
The following keys can be used on any entity with a brush model:
"_minlight" "n"
Set the minimum light level for any surface of the brush model. Default 0.
http://disenchant.net/utils/
Tyrann Wins
#13598 posted by Kinn on 2014/02/11 02:52:27
:}
Awesome
#13599 posted by ijed on 2014/02/11 02:52:54
Thanks mech, that looks to be an even easier solution.
BSP2
#13600 posted by mechtech on 2014/02/16 01:01:25
Want to know what is the bsp2 standard now? I've read about two versions out. Any place to get the specs. map limits and such? What compilers, engines and editors. The info seems scattered around. A web page with current info would go a long way towards moving things forward.
#13601 posted by Spiney on 2014/02/16 04:43:28
Well
#13602 posted by Orl on 2014/02/16 20:37:36
Of course the differences between BSP2 and 2PSB are rather tiny so you can still use them as a guideline.
Why is 2psb deprecated when there is very little difference between it and bsp2? Doesn't make sense to me.
#13603 posted by Spiney on 2014/02/16 20:46:28
Because BSP2 > 2PSB and supporting 2PSB makes compiler and engine programmers cry in their sleep.
#13604 posted by Orl on 2014/02/16 23:34:07
Because BSP2 > 2PSB and supporting 2PSB makes compiler and engine programmers cry in their sleep.
Is that just your opinion or do you know that for a fact? Have you asked the people who create engines and compilers if they get 2PSB nightmares? :)
#13605 posted by JneeraZ on 2014/02/17 00:22:43
Why support 2 standards that are similar if one will do the job? It's unnecessary overhead and code maintenance.
Casting Shadows With An Invisible Brush?
Can this be done? I want to cast a Q symbol but I don't want the brush to be seen.
Put The Light And The Brushes In The Sky Brush
Alternate Method
#13608 posted by Preach on 2014/02/18 23:14:01
With that new compiler that lets you cast shadows from brush entities, you can give the brushes the classname "info_null" and set "_shadow" "1". Does waste a model precache though...
#13609 posted by - on 2014/02/18 23:21:55
You could potentially use a bunch of negative lights too, but that would likely look like ass and be a pain to do.
|