Awesome
To quote a household name, thks Preach !
Blacked Castle
#13927 posted by madfox on 2014/06/27 01:06:34
@mtlslm- turned it into a func_wall but nothing changed.
I thought func_wall didn't lit light.
@rebb- I can do, but I was wondering why the compiler give normal results, before the error started.
As long as you don't send me mod faxes I'm reliable on that email adress.
MadFox
#13928 posted by ericw on 2014/06/27 01:45:27
that looks similar to a bug I was helping mfx with: https://sourceforge.net/p/quakespasm/patches/15/attachment/mfxsp17_before.jpg - In that case it was an engine bug, but I think it could also be caused by the light tool being compiled with sse2. which light tool are you using?
Actually
#13929 posted by ericw on 2014/06/27 05:56:14
@MadFox, if you'd be willing to send me the map source and compile tools you're using, i'd be interested to poke around and see if I can see what's happening
On
#13930 posted by madfox on 2014/06/27 06:04:31
it's way.
If
#13931 posted by madfox on 2014/06/27 06:24:24
your email account wasn't outdated...
Func_door_secret Bend To My Will!
#13932 posted by Rick on 2014/06/27 17:45:00
I will definitely be trying this. I've used the func_train method in at least three places. This could free up seven or eight entities (I'm at the 256 model limit right now).
Well, It Works But...
#13933 posted by Rick on 2014/06/27 19:59:05
The door comes out of a wall and there is no light where it starts. This is a problem. With the func_train I just place it where it's going to end up and it moves to the starting path_corner when the map loads. That way it's properly lit.
With a regular door I would use "Starts Open", but that doesn't exist for secret doors. I tried reversing the way it moved but I can't seem to get it to wait between being triggered. It either opens then closes or just stays open.
It would have been nice to free up another dozen or so entities, but I can probably finish the map without them. If I can ever get around to it anyway.
_minlight
might be a possible solution to the lighting... though it may be a little flat
Manual Starts Open
#13935 posted by Preach on 2014/06/27 20:46:27
Here's a bonus hack, especially for you Rick. Move your func_door_secret into the open position, and as you do, measure exactly how far you moved horizontally and vertically. Suppose that's -256 in the x direction and 16 in the z direction.
What you now need to do is add another key to your func_door_secret - an origin key. Set the origin to be the vector that negates the movement you just performed, so for the example values above you'd set "origin" "256 0 -16". Negate each value and stick it in a vector, with a 0 for the coordinate you didn't change. Hey presto, lit in the open position, spawns in the closed position!
This trick works on some, but not all other entities - func_door for instance have problems in generating automatic triggers. So have fun, but take care too!
MadFox
#13936 posted by ericw on 2014/06/27 20:47:24
hm, mail didn't seem to get through, unfortunately. the address in my profile is correct. Could you upload it to dropbox maybe?
Ericw
#13937 posted by madfox on 2014/06/27 21:15:03
Tried again, and now it worked.
Cheque your emailbox.
Manual Starts Open
#13938 posted by Rick on 2014/06/27 21:37:19
I was actually thinking that origin might somehow work but I wasn't sure exactly how to do it. I'll give it a try when I get a chance. If I can make this work it will be very helpful.
I was afraid I'd have to somehow try to box in the door and light it in place, but that would likely blow my marksurfaces out of the water. I only have about a hundred of those left.
Release The Kraken Rick
Alternative Fix
#13940 posted by Preach on 2014/06/27 22:37:47
Someday, I'd like to spend enough time learning the bsp formats that I could write a new tool. This tool would take the idea of external bsp models and flip it on its head. The tool would take a bsp file, and would look up all the external bsp models referenced. Then it would add all those models as internal models of the original bsp, and patch all the entities to load those internal models. All the benefit of external models, one convenient file!
Anyone with the know-how already Please, please feel free to steal my thunder and do this so I don't have to! It would solve the problem at hand in a simpler way, and would also let you easily prefab models, which might help with the model limit.
#13941 posted by Lunaran on 2014/06/28 02:57:14
Easily prefab models that would be lit exactly the same way every time, you mean?
I'd prefer something more like sub-map instancing (like CoD & Source), but that'd require both a compiler change and an editor change to allow for the visualization. But boy, would that be great.
#13942 posted by Rick on 2014/06/28 04:41:45
I finally got the sliding secret door to work. It gave me brain damage though, I guess because seems to work backwards from how I expected.
Apparently the door is lit in the position set by the origin key, but then moves to the position it was actually placed in the editor when the map is loaded.
The door is 320 units long and moves to the right (positive X) and then up (positive Z). I had to make the origin key -320 0 -16.
It does work though, slides out of total darkness lit perfectly for where it ends up.
#13943 posted by Preach on 2014/06/28 09:00:08
Easily prefab models that would be lit exactly the same way every time, you mean?
Yeah, but because it's lit independently, you'd have the freedom to give them "generic" lighting - like the ammo models do. Particularly if it's a moving model like a door, where you can't do anything better than general matching of the ambient light.
Tyrann's _minlight
#13944 posted by ijed on 2014/06/28 09:53:43
Has solved my headaches in this department. Especially good for getting rid of black polys and for lighting glass.
Umm.
Skipped Faces?
#13946 posted by mfx on 2014/06/30 13:15:33
Nope
Disregard.
Updating to tyrqbsp v0.15 fixed it.
Growing Pains...
#13949 posted by total_newbie on 2014/07/02 18:53:49
After having spent days using the clip tool to painstakingly carve brushes to look like rotated objects, I only now realised TrenchBroom has a "rotate" tool and I could just have, you know, rotated those brushes. You may all now point and laugh.
On a different topic: is it possible to have the player start a map with no weapons or ammo except for the axe? If so, how?
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