Colored Lights
#1386 posted by Lenny Lurker on 2004/03/11 02:54:24
I don't know about QuArk, but I guess it would be similar, I use GTK Radiant, but you put in the key
_color
and the values
X X X
X being a number between 0 and 255
If you aren't sure about what numbers would represent which colouors, you could find that info in Photoshop/Paint Shop Pro, by selecting the color and it will tell you the RGB values,
or http://www.visibone.com/colorlab/ gives you a little 216 color dodad that allows you to do the same.
You also need to add the -lit switch to your tyrlite compile process/bat file, eg
tyrlite.exe -extra -lit yourmaphere.bsp
that will create your .lit file for you, you don't create it yourself.
Lenny Lurker
#1387 posted by JPL on 2004/03/11 03:23:21
Thanks, for the infos... I'll check TyrLite vs QuArK possibilities as soon as possible, hoping it will works the first time.. Otherwise is it also possible to generate a "blank" .lit file and replacing color field by what I want ???
Bye...
JPLambert
#1388 posted by Lenny Lurker on 2004/03/11 03:25:30
That is an interesting way of spelling "Vondur" you have there on your Quake page :)
Hmm
#1389 posted by Lenny Lurker on 2004/03/11 03:43:41
Otherwise is it also possible to generate a "blank" .lit file and replacing color field by what I want ???
I am not entirely sure that we are both climbing the same tree, but I don't think that is the way to go, or indeed possible, if possible I am sure it would be time consuming.
Putting the key and values for the lights, in the entity dodad, in you level editor , is where it's at
Damned Shit...
#1390 posted by JPL on 2004/03/11 03:47:20
That's not the correct typo of his name !!! He is going to kill me !!!...
OK, it's an big mistake, but I've build this website in 15 minutes yesterday by night, so be indulgent with me please...... I will correct this as son as possible... I apologies again ...
Anyway...
I've named some of the guys who help me since 1 month I started mapping... And I think there where some others will be added.. (perhaps a grouped thank should be better to avoid such error on name typo ;-)...)
As I said in a previous post, I'm a beginner in Quake mapping, and I'm currently building my first map, with my poor possibilities.. hoping it will be as good as possible..
Thanks...
Problem...
#1391 posted by JPL on 2004/03/11 03:53:27
.. I'm not able to download TyrLite... the fileplanet website rejects me (while I suscribed last month)... Could you send me a TyrLite version ??? You have my e-mail on my scrappy website...
Lol
#1392 posted by Lenny Lurker on 2004/03/11 03:55:42
Just stick with it, and try to go through to the end, try not to ditch the map, it doesn't really matter if it's not up to other peoples standards or anything (there are some HIGH standards among this bunch) the main thing is that you enjoy what you are doing, the rest is a bonus. And you will only improve.
It's On It's Way
#1393 posted by Lenny Lurker on 2004/03/11 04:03:52
I Agree...
#1394 posted by JPL on 2004/03/11 04:26:16
.. I really found pleasure building my own map, and that's the most important for sure...
As I try to explain (perhaps not very clearly) on my website, it is a challenging way to improve my knowledges in mapping development.. even if I really begin in this "mapping world"...
When my first map will be released, I hope to have feedback about my work (by those who will try the map...)... more good feedback than bad will be pleasant naturally ;-))...
Thanks for TyrLite zip file... I will try it this evening...
Thanks again for your help...
Bye
Interested Parties...
#1395 posted by Fern on 2004/03/11 08:38:30
can probably download tyrlite here but I don't even remember what version it is :)
http://www.suspenlute.com/01
About TyrLite
#1396 posted by JPL on 2004/03/11 08:45:34
Yes, you are right, it is posible to download a TyrLite v0.9... but Lenny had sent me his 0.95 this morning... Anyway, thank for the link, there also exists some texture to download... cool
Bye
/me Kills JPLambert
#1397 posted by Vondur on 2004/03/11 13:08:51
go fix the typo! :)
Hey!
#1398 posted by - on 2004/03/11 13:24:14
Don't be mean VonDrup!
Anyone?
#1399 posted by Mike Woodham on 2004/03/11 16:21:32
Is there a maximum gradient down which an Ogre cannot move?
I have an Ogre on a ledge and I want to ecourage him to move down a slope (not stairs, just a slope.) But he don't wanna do it! He just jigs around at the top of the slope.
Ecourage?
#1400 posted by Mike Woodham on 2004/03/11 16:24:25
Is that like e-commerce, e-tailing or e-mail i.e. transmitting courage electronically?
NO! I meant encourage.
#1401 posted by - on 2004/03/11 16:27:55
Just put a little monster jump trigger on the top edge of the slope so he pops onto the slope and is free to roam. The problem you're having is due to the slope and the flat floor meeting and the orge not wanting to cross it.
Scampie
#1402 posted by Mike Woodham on 2004/03/11 17:06:49
Thanks.
There Actually Is A Maximum Gradient...
#1403 posted by metlslime on 2004/03/11 17:22:24
but i couldn't tell you exactly what it is, without going home and studying the source. It has to do with the ogre not wanting any of his bounding box corners to be too high off the ground, i think.
JPLambert Or Lenny
#1404 posted by Fern on 2004/03/11 20:50:07
please email me Tyrlite 0.95 and I'll update the site. :)
suspenlute@aol.com
Fern
#1405 posted by Lenny Lurker on 2004/03/11 23:40:48
No problem. It has been sent. Also, you can download it from Tyrann's site (well FilePlanet actually), I just tried the link again, and it works fine. The file name says 0.95, at the top of the readme it says version 0.94, but scroll down the read me further to the change log stuff, and it says 0.95, It's listed as 0.95 on Tyrann's site so I guess that's what it is.
Vondur
#1406 posted by JPL on 2004/03/12 02:25:42
Sorry about the typo error of your pseudo... I've not found time to fix it.. and sure it will be done as soon as possible, maybe this evening, or tomorrow... I apologize again...
:)
#1407 posted by Vondur on 2004/03/12 03:08:37
ok :)
Okay...
#1408 posted by Fern on 2004/03/12 06:31:19
Well I've mirrored it now along with his nifty caulk-texture-in-q1 proggy which I forgot to add to the index, thank you ;)
#1409 posted by LTH on 2004/03/12 07:34:10
CAULK IN Q1???
WHAT IS THIS HERESY???
Hmmm
#1410 posted by JPL on 2004/03/12 08:10:04
According to LTH, I think caulk in Quake is not a good thing.. (See post 1245 to 1249, thanks to Vondur help !!!)... Some map builders don't link automatically animated texture. The turnaround is to use unused brushe faces that will be cut off by QBSP...... So the texture list is completed...With a caulking tool, you avoid all animated texture effects.... bad idea... sorry...
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