Your Textures...
Reminds me of piranesi counter strike map, the original, not any source release.
Looks Great!
#15003 posted by ericw on 2015/06/24 19:33:20
I guess _sunlight2 5000 may cause problems with overly bright lighting if you have any rooms with a bigger area of sky visible.
Maybe I will look at some kind of exponential exposure thing for _sunlight2 so that rooms with a narrow strip of sky like yours can light up a decent amount, without washing out fully outdoor areas, like gb's city I posted earlier.
That Would Make It Even Better
#15004 posted by adib on 2015/06/25 02:38:25
... but is not my only problem. Take a look:
https://drive.google.com/open?id=0B3Ww0W8WFfq7UHAxamdRcUF2YUU
This is what happens when I set ambient light to 50: there is the brown texture color where black shadow should be (look where the crosshair is). There is "ambient light" where _sunlight2 doesn't reach (casting shadow).
For now, I just gave up on ambient light. But how to solve it properly? Or is it nonsense?
I know there is _minlight for brush entities. But should I turn a massive amount of brushes into some entity? What are the cons?
#15005 posted by metlslime on 2015/06/25 02:45:58
the brown is probably grey, it just looks brown compared to the blue lighting around it.
Can you specify R G B for the ambient instead of just one number?
Hm
#15006 posted by ericw on 2015/06/25 03:00:58
I thought there'd be a worldspawn key for minlight color, but looks like it's only available on brush entities (_mincolor). Will add that to the todo list.
Minlight Wouldn't Help
#15007 posted by adib on 2015/06/25 05:32:17
There is "external" ambiance, lit by moon, but there will be also rooms lit by orange lamps. I couldn't pick just one _mincolor.
@metlslime I think it's not gray, it's just the texture pixels lit by worldspawn "ambient light"
Anyways, I turned that whole wall into a func_wall and set _minlight to 50 and _mincolor to the same blue moonlight:
https://drive.google.com/open?id=0B3Ww0W8WFfq7WG5tVzhfMkl0anM
Looks like mincolor lit _sunlight2 shadows. But there's still unlit faces (facing down) and I don't know why. They are part of the same func_wall.
#15008 posted by necros on 2015/06/25 05:49:24
use minlight style (4) on lights with the colour you want.
@ericw, No, You Are Right.
#15009 posted by adib on 2015/06/25 06:17:48
I should think about the global "ambient light" in terms of "shadow color". If so, I should:
1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.
So, all I need is a worldspawn _mincolor, as you said.
@ericw, No, You Are Right.
#15010 posted by adib on 2015/06/25 06:17:48
I should think about the global "ambient light" in terms of "shadow color". If so, I should:
1- set the sun and sun2 to get this moonlight;
2- set worldspawn to a minimum level of the same blue tone: the color of the shadows;
3- warm interiors up with yellow lamps.
So, all I need is a worldspawn _mincolor, as you said.
@necros - Thanks!
#15011 posted by adib on 2015/06/25 06:48:52
Yes, the local minlights are doing the trick. Thank you all and I'm ending this flood.
Unlit Brush
#15012 posted by adib on 2015/07/02 07:47:31
I need a brush that is not affected by any light entity. Is it possible?
Black Texture
Unless You Mean Fullbright
#15014 posted by Kinn on 2015/07/02 13:08:33
In which case - external .bsp model?
Fullbright you could do with adding "light" "255" to the entity (TyrLite only)
No Fullbright, More A _minlight Only
#15016 posted by adib on 2015/07/02 15:56:45
@Kinn, an external brush model should work. Have to learn how to do it, though.
External Internal Models
#15017 posted by Preach on 2015/07/03 00:33:00
What someone who isn't as lazy as me need to do is write a "re-internaliser" compile tool. It would run as an extra step on your toolchain.
The tool would seek out entities with references to external BSPs in their model field. You would feed the tool the path to your mod directory (or some other directory with the same paths). It would then search starting from the mod directory for the external models the map is referencing.
For each external model it successfully locates, it creates a copy of the BSP data from that file in the list of internal models within the map. Then it updates any external references to that model with references to the internal model. Voil�, all the benefits of a separately compiled external model, but without needing multiple files hanging about.
Or Alternatively
#15018 posted by necros on 2015/07/03 01:12:32
a way to selectively export internal models into external bsp files so you've got external bsps with nice matching lighting and the ability to see how they look in the editor.
Useful...
#15019 posted by adib on 2015/07/03 03:20:02
... but I managed to light the scene the way I wanted. Thanks!
Mapping Quarrel
#15020 posted by madfox on 2015/07/03 16:44:57
I've got a strange problem with my map.
I added several new entities to my progs.dat and gave them all their own qc file. I compressed the map to a pak file and added all there is to it, sound, progs, gfx.
First time I played the map on the pak file I was drenched with warnings "SV_StartSound not precached".
Now two weeks later I play the map again and there are no signs of warning. Did I put Chtulla back to sleep meanwhile? I wish I knew how.
Another thing that's bugging me is a model that has only a stand, walk, run and death pose. I made it so that it doesn't attack untill I trigger it with a button.
Unfortenately the model doesn't respond to the trigger. But if I replaced it to another part of the map nothing is wrong and it resigns the button well.
The model is placed in a shape of lights with func_info's, but that can't interfere with the model or button.
Someone Help Him Already!
#15021 posted by negke on 2015/07/05 09:33:04
The map needs to see the light of day! Those are some funny new enemies. And if someone is at it, see if you can fix the projectile origin of the chaingun dude's attack as well as change it to nail bursts.
Madfox: btw. clip brushes do not count towards the marksurfaces limit, they only affect the number of clipnodes. So you should be able to add more clips without running into compiler troubles.
Also Sended Ijed, But He's Darting /:P
#15022 posted by madfox on 2015/07/06 21:40:47
I was afraid the player wouldn't see the nails before the impact of shooting starts. Also fixed the clip brush crossing.
Only thing I don't get is the spinning weel model.
First it was a static entity that just turned and exploded.
Then I made it an entity with only the basic stand/walk/run/attack and die frames, but no moving.
Then I added effects 1 and watched it in a frozen state that starts atacking with a trigger_once.
It all went right in a map apart, so when I imported it I couldn't believe it didn't work.
And my disbelive only grew, when I put it somewhere else in the map and it works just fine.
Seems my entity is catching a hold on me!
8==~ `====D
#15023 posted by Asaki on 2015/07/11 09:20:05
Send the source files to me, SVP. My Hotmail is "lordasaki".
Texture Color Shift
#15024 posted by negke on 2015/07/11 13:27:04
Can someone help me out? I need recolored versions of the textures wmet3_1 and w3_4 (blue metal w/ faces) that match the gold (rune) key tone, but I can't seem to get it right. Converting them to the palette after the color shift always makes them look bad...
^
#15025 posted by negke on 2015/07/11 16:07:43
Problem solved, thanks to otp.
#15026 posted by roblot on 2015/07/11 22:59:57
This can be done in wally.
Duplicate the wmet3_1 wmet3_3 wmet3_4 images
and rename.
1. Right-mouse click in 'Image List' box and select Create New Image.
2. Enter Name wmet3_5 for example. A new blank image window appears, CLOSE this edit window.
3. Right-click mouse on wmet3_1 (the thumb, not an open edit window)
and select Copy.
4. Right-click mouse on wmet3_5 (the thumb, not an open edit window)
and select 'Paste Over'. Pasting over on a blank thumb (or existing
image thumb) ensures a perfect copy.
Now Edit The Duplicates.
1. Open texture by double-clicking a thumb, and mouse-click the
Eye Dropper over a blue pixel.
This will auto-enter the Index Number.
2. Hover mouse over at the gold range (96 - 111) to the corresponding
colorbox position and remember the Index Number shown at botom.
3. Go to 'Colors' - 'Translate Colors' and enter only the 'Destination'
index number that was remembered.
(The 'Source Pixels' was auto-entered with Eye Dropper)
4. Mouse click on image to see change.
Try converting just the blue range. It should be good enough and take
less than 2 minutes per image.
|