 Swapping Between Multiple Info_intermissions
#15185 posted by oGkspAz on 2015/08/10 18:33:07
From post #730 I see that a map allows a maximum of 4 different info_intermissions. Does the camera swap between them depending on engine (EzQuake / DarkPlaces seems not to) or is there a way that I can cause the view to autoswap every x seconds? (spz1dm2ftk in Screenshots & betas is the basic map but way out of date detail wise by now)
 Adib
#15186 posted by mfx on 2015/08/10 18:42:23
 Adib
#15187 posted by mfx on 2015/08/10 18:44:29
 Info_intermission
#15188 posted by - on 2015/08/10 19:01:38
Quake's normal qc code just 'randomly' chooses between the cameras (technically it's bound to your playtime, but for all intents and purposes, random). You can't, outside a mod, change which it chooses or make it swap to a different one every so often.
 Mfx
#15189 posted by adib on 2015/08/10 20:43:56
Yes, I've seen lvl and Simon's skies. And I used Terragen about 10 years ago, it was awesome already. I just don't have time to make one for Jam6. I've seen people posting "look, my new skybox" and got curious, wanted to see something different. But thanks for mentioning Terragen.
 Adib
 Sorry, That Just Linked To Kell's Main Page
 .
 #15192: Creative Commons License Violation
I don't make claim to the art work for these skyboxes. That credit goes to other talented people who allow you to use their wonderful skyboxes.
That's nice, but what would be even nicer is if they actually gave credit to said "talented people". I recognise at least some of sock's skyboxes on that page, but there is no mention of his name anywhere.
I had a look, and there seems to be just the same generic note included in each one:
This skybox is free for use but can't be sold for profit or altered in any way.
Those are not the terms under which sock has shared his work: http://creativecommons.org/licenses/by-nc-sa/3.0/ (and I'm willing to bet the same applies to the other skyboxes on that page).
But license or not, it just seems like common decency to at least credit people for their work.
 PS
Sorry if I overreacted, and I didn't mean to come across as an asshole to PyroGXPilot.
#15195 posted by necros on 2015/08/10 22:53:56
You can killtarget intermission cameras so that there is only one left in the map to force the game to use a specific one.
 Intermission Camera Changing
is a feature in socks new mod. :)
 Total_newbie: This!
#15197 posted by adib on 2015/08/10 23:53:29
It was Kell's I was looking for! Thanks!
 It Was A Feature In In The Shadows
 Adib
Glad I was able to help someone out for a change. :)
 Light
#15200 posted by Rick on 2015/08/12 02:27:08
Something I don't know, -light (as used in worldspawn), -minlight, and -gate, numbers are talked about, but I don't remember ever seeing what the range was. For example, if -gate 5 is set, what does that mean? 5% or 5 on a scale of 0-255 or something else?
Confusing because -gate default is .001, that seems like an awfully tiny amount. I've used as high as 30 without seeing much difference.
#15201 posted by necros on 2015/08/12 02:41:28
gate means that when light goes below the level specified, it is set to 0.
this is to stop delay 2 and 5 lights from going on forever.
make a box map with a regular light with brightnes 200 and try different gate settings to get an idea.
 Lip Is Weird, Or Is It Just Me.
#15202 posted by ptoing on 2015/08/12 07:26:17
I am a virtual noob when it comes to Quake map making (I made a few DM levels back in 96/97 and tinkered around a bit in 2002 or so and that's it).
So I did a little test thing where I wanted to make a rising staircase with floating platforms. I used func_door and set the lips and all is well, apart from the first platform. This one should rise up out of the floor by 16 units so that the underside of it is flush with the floor. But setting it to lip 0 does not work, instead it uses the default of 8 and thus starts already half out of it's starting hole.
I figured out that setting the lip to 0.01 works fine and looks flush as well.
I was just wondering what is going on here? Is this some kinda of bug?
 Not Exactly
#15203 posted by Preach on 2015/08/12 08:30:26
When you leave a value unset in Quake, two separate parts of the system assign it a default. First, the engine changes all blank values to zero. Then the QC script tries to detect unset values to apply a custom default, but it can't distinguish between the field being unset and it being set to 0 explicitly. So it's a big storm of unfortunate design, and your workaround is about all you can do...
#15204 posted by ptoing on 2015/08/12 11:03:38
Thanks. Good to know. The 0.01 thing works pretty well.
 Wasn't
#15205 posted by ijed on 2015/08/12 13:43:26
-0 the workaround for this?
#15206 posted by mfx on 2015/08/12 14:35:08
Wont work.
#15207 posted by Rick on 2015/08/12 15:16:41
So far, no one knows about the range(s) for the light values?
I had that problem on some steps in Wish 13, I assumed it was a bug. In my case, the player can't see the actual size of the steps, only the upper 16 units, so I just made the first one 8 units taller than it needed to be.
#15208 posted by - on 2015/08/12 15:38:22
I use -gate 10 on all my maps without seeing any difference other than tyrlight finishing faster, so at the very least, '10 light units' is really really dark...
I don't really know what light levels really are in a numerical sense, I just set my lights however they look nice :D
#15209 posted by Rick on 2015/08/12 18:17:39
Pretty sure it's 0-255 because that's the range of values in a Quake screenshot taken with r_lightmap 1. Although the compiler default cutoff of .001 doesn't make much sense in that context.
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