Waitaminute...
#1 posted by biff_debris on 2002/12/23 21:30:55
What if I have a bezier patch on my crack? I mean, do I need a shot or something?
This Thread Is Obsolete
#3 posted by
Vodka on 2002/12/24 22:51:31
Are there really any people that need mapping help ?
Sure...
#4 posted by Scampie on 2002/12/24 23:12:57
I mean, unlike you, who knows EVERYTHING about mapping and never, EVER have any problems getting things running.
Well
#5 posted by
daftpunk on 2003/01/05 15:05:07
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
#6 posted by
seth on 2003/01/14 21:50:54
like, hello, wtf is going on with teleports? Or am i just being dumbass cos i havent mapped since god knows when?
.
#7 posted by
necros on 2003/01/15 19:20:26
<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
#8 posted by
Snaga on 2003/01/18 07:24:20
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!
#9 posted by
metlslime on 2003/01/18 10:25:28
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,
#10 posted by
necros on 2003/01/18 17:45:06
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!
#11 posted by
Snaga on 2003/01/20 05:59:43
Thanks, I'll try to get my bsp-act together :)
No way to change the radius (question1) I guess!?
Yea
#12 posted by
Wazat on 2003/01/21 14:37:42
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
#13 posted by Spee on 2003/01/22 00:58:08
lower -bounce #
Well Yes..
#14 posted by
Snaga on 2003/01/22 19:27:24
but that is like -scale: lowering the range of all the lights in the map...
Ere
#15 posted by re on 2003/01/23 00:54:36
its not really
lazy to explain, just try it
less bounce - more contrast