I Believe So
Otherwise czg is a massive poo poo head for upscaling the sky in rub2m3.
#14526 posted by necros on 2014/10/31 20:30:51
i didn't think lightmaps are saved on the sky.
i do it out of habit because older compilers would split the sky faces if you used a 1.0 scaled texture. scaling the sky to 10x or whatever made the compiler split only when the max face size was reached.
new compilers do this automatically though no matter what scale you use.
I Think They Are
#14527 posted by ijed on 2014/11/01 01:24:16
I caused crashes on some old void maps in BSP1 a long time back by not scaling up the sky textures.
Now I habitually scale trigger, skip, clip and sky brushes to texture size 666.
Being A Tool
#14528 posted by Preach on 2014/11/01 02:41:25
Now I habitually scale trigger, skip, clip and sky brushes to texture size 666.
It seems like such an easy thing to get compilers to do automatically (apart from trigger), I'm surprised none of them do it. You could add a switch to turn the behaviour on if you were being cautious, but I'd personally vote for a switch to disable this feature were it to exist.
#14529 posted by necros on 2014/11/01 06:38:07
#define TEX_SPECIAL 1 // sky or slime, no lightmap or 256 subdivision
// some surfaces don't need lightmaps
if (texinfo[f->texinfo].flags & TEX_SPECIAL)
{
// non-lit texture
return;
}
in LightFace() (ltface.c)
Replacing Liquid/teleport Textures With Quark
#14530 posted by ranger on 2014/11/02 01:40:27
I'm using quark to replace textures within BSPs and they've all worked,
but when i tried to replace a teleport texture, ingame the texture doesn't animate and appears odd
#14531 posted by necros on 2014/11/02 05:12:12
does the texture name start with *? it must, if you want it to have water properties.
@necros
#14532 posted by ranger on 2014/11/03 19:22:05
how do i make the texture start with "*" ?
Open The Wad
#14533 posted by ijed on 2014/11/03 19:33:51
In texmex and rename it.
It's Here
#14534 posted by ijed on 2014/11/03 19:34:33
#14535 posted by necros on 2014/11/03 19:43:31
hmm, i thought you used to be able to do that in quark, sorry.
#14536 posted by necros on 2014/11/03 19:44:10
oh you can!
when you have the texture wad loaded in quark, click the + to expand all the items. you can slow double click or press F2 to rename textures that way.
#14537 posted by JneeraZ on 2014/11/04 14:02:18
Let's say you have an FGD ... is there a way to default a value for something like "delay" to "5" if it's set up as a choice field?
delay(choices) : "Attenuation" =
[
0 : "Linear falloff (Default)"
1 : "Inverse distance falloff"
2 : "Inverse distance squared"
3 : "No falloff"
4 : "Local minlight"
5 : "Inverse distance squared B"
]
That would save me some time ...
Yes
#14538 posted by ijed on 2014/11/04 14:14:30
worldtype(choices) : "Ambience" : 0 =
[
0 : "Medieval"
1 : "Metal (runic)"
2 : "Base"
]
That 0 sets the default.
Worldtype
#14539 posted by ranger on 2014/11/04 14:16:08
what is worldtype?
#14540 posted by JneeraZ on 2014/11/04 14:16:38
I love you with mouth. THANK YOU!
Np
#14541 posted by ijed on 2014/11/04 14:18:18
Also, world type sets the key style to be used.
I think that's all though.
One Caveat Though
#14542 posted by czg on 2014/11/04 14:59:40
I'm not sure if there's logic to handle this, but I think if you set a default value and don't change it, the editor will not write it to the map file, and if the fgd default is different from the actual default, you'll get the wrong result.
#14543 posted by czg on 2014/11/04 15:02:13
So in this case with the lights, the editor will not write out "delay" "5" on any lights, because it sees they're the default value and what's the point of writing a default value.
#14544 posted by JneeraZ on 2014/11/04 15:41:26
:(
I Thought It Did
#14545 posted by ijed on 2014/11/04 16:14:27
But I haven't used WC in a long time.
Is this for all versions of WC?
What about Jackhammer?
I've Never Used Jackhammer, And Not Opened WC For 9 Years
#14546 posted by czg on 2014/11/04 16:31:58
So I don't know.
#14547 posted by JneeraZ on 2014/11/04 16:40:03
Oh no, wait, it's cool ... I added a light to an empty map and this is what Jackhammer spit out:
{
"classname" "light"
"style" "0"
"delay" "5"
"wait" "1"
"light" "200"
"origin" "-56 8 0"
}
All FGD defaults intact.
Ah, Cool
#14548 posted by czg on 2014/11/04 18:01:56
I must have remembered my troubles wrong.
Editing Existing Map Features
#14549 posted by ranger on 2014/12/02 02:55:59
How can I change a map's:
ambient light,
gravity,
and add door unlocking sounds
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