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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Waitaminute... 
What if I have a bezier patch on my crack? I mean, do I need a shot or something? 
lol 
This Thread Is Obsolete 
Are there really any people that need mapping help ? 
Sure... 
I mean, unlike you, who knows EVERYTHING about mapping and never, EVER have any problems getting things running. 
Well 
i think so cos its useful as a discussion to solve bugs and other stuff even if some guys are "PROS". after all. not everyone is a l33t sp mapper. 
Q1 Mapping In Wc3.3 
like, hello, wtf is going on with teleports? Or am i just being dumbass cos i havent mapped since god knows when? 
<quote>Or am i just being dumbass cos i havent mapped since god knows when?</quote>

it's possible... ;)

seriously, make sure the info_teleport_destination has enough room for the player, and make sure the target/targetnames match up.

it would be nice to know a little more of your problem though, dude... 
2 Questions 
1:
To bring more contrast in a map using Q1rad I'd like to change the radius of an ordinary light without changing the brightness.
(Sort of like the _cone2 function for a light_spot)?
Is this possible?

2:
When starting up the map I get: edict.. yada yada... 'pitch' is not a field.
As far as i know I fed in proper values for the pitch of the light source and it displays correct in the map so no nead to worrie or..?!

Is it a question or my .fgd file not being able to handle this pitch function for Q1rad? 
But 'pitch' ISN'T A Field! 
it really isn't a field, in Quake at least. Most custom light compilers make their extra field names start with underscore so that the engine will ignore them. Example: _wait, _color, etc. If q1rad has a 'pitch' field added, then you're going to have to put up with the in-game warnings, unless you remove it from the bsp after running q1rad. I think this can be done with a program that tyrann wrote that remove everything except the 'classname' and 'light' fields from a light entity. Or maybe it's 'classname' and 'origin.' Look around for it. 
For Lights In A Bsp, 
only the classname is important. (and any target/targetname fields too). the actual entity is not even needed (i think) if the light is non-switchable, since all the lighting is already pasted onto the walls from the light utility. if you don't have tyrann's program, just go in edit.exe, (or notepad) and replace 'pitch' with '_pitch'. 
Sounds Interesting! 
Thanks, I'll try to get my bsp-act together :)

No way to change the radius (question1) I guess!? 
Yea 
I'd like to know this too. It's quite difficult to light an area correctly if that light that will do it has to be blindingly bright... :( 
More Contrst With Radiocity 
lower -bounce # 
Well Yes.. 
but that is like -scale: lowering the range of all the lights in the map... 
Ere 
its not really
lazy to explain, just try it
less bounce - more contrast 
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