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.
Did Some Tests :D
#15210 posted by ptoing on 2015/08/12 20:54:17
So, I made a texture which has all the colours in order (apart from the fullbrights, those do not matter here)
Textured a wall with it and plopped a light in the room with delay set to local minlight.
Then I put in different light values to see when stuff changes. I took screenshots and compared it to the colormap.lmp
The colormap basically has 64 steps (63 really since the middle 2 steps are the same.)
I did this test using Winquake, because that is of course more accurate when it comes to the original colours. I did some initial tests in Quakespasm, but even in 16bit mode the colours are pretty off and not accurate to the actual palette ones.
So here are my results of the extremes.
0-5 BLACK
0-239 NORMAL COLOUR RANGE
240-255 ORIGINAL TEXTURE COLOURS (FULLBRIGHT) (technically the later range is already in the overbrights here)
256-487 OVERBRIGHTS
488 and beyond BRIGHTEST OVERBRIGHT
This is just for evenly applied lighting though and the stepping seems to be kinda wonky, must be some weird maths in there.
Once you throw actual lighting scenarios and different attenuation models into the mix things of course are a lot different.
"Backup Past 0"
#15211 posted by DaZ on 2015/08/14 06:22:57
In the latest QuakeSpasm in a certain area of my level this "Backup Past 0" gets spammed to the console. I've never seen this before in my life and it has me puzzled :P
No errors, crashes, glitches or anything, just this message getting spammed in one area of the level.
#15212 posted by necros on 2015/08/14 13:59:27
Post 580 on coding help.
.
#15213 posted by [Jimbo] on 2015/08/15 05:19:45
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner?
Followup: can I set a trigger to fire when a monster touches it?
Thanks
#15214 posted by necros on 2015/08/15 05:36:57
.
#15215 posted by [Jimbo] on 2015/08/15 05:58:29
excellent.
Thank you :D
Turning Off A Blinking Light
#15216 posted by Rick on 2015/08/15 06:20:06
Is this impossible? I have one flickering light (style 10) that I want to turn off, but I can't. It has a targetname and there's a trigger_once that targets it. I've tried regular targeting and killtarget, but it just keeps blinking. If I make it a normal light everything works as expected. I must be missing something.
Rick
#15217 posted by ericw on 2015/08/15 07:10:10
Impossible, although I think it can be done with custom qc (not confirmed though. Has any mod ever done that?)
#15218 posted by necros on 2015/08/15 08:38:55
it could be done by making a normal switchable light that is continuously targeted by a trigger_relay
light
targetname: flash
trigger_relay
target: flash
targetname: flash
delay: 1.0
trigger_once
target: flash
starts the flashing
trigger_once
killtarget: flash
stops (permanently) the flashing
#15219 posted by Spirit on 2015/08/15 09:10:46
Jimbo, if it moves automatically and can't be blocked, you could used a timed trigger.
Rock_brown
Where is the rock_brown texture originally from?
Jimbo's Train Problem
#15221 posted by Preach on 2015/08/15 17:10:13
So quick question from the more experienced mappers:
Is there any way to have a func_train fire a trigger when it gets to a certain path corner
New blog post: https://tomeofpreach.wordpress.com/2015/08/15/func_train-locational-triggers/
Actually, while writing that I thought of an alternate approach involving spikeshooters and logic gates, with the "cage" being changed to a "blast shield" which blocks the path of the spikes until the train reaches a certain point. So if the posted way is no good and you'd like me to elaborate, let me know...
What To Do...
#15222 posted by oGkspAz on 2015/08/15 21:14:55
Although not an editor/entity/how do I do this type of question, I still need some opinions on what I can do here. ie. I need help with my map =P.
I have made a small courtyard type area with a small wall skirting it and clipped so you can't go further, but I can't think of any decent ideas how to finish it off visual wise. I've tried a cliff face up but that looked a bit dodgy. (I may have messed up a few things as that build also gave a ton of errors) A void type idea also seems wrong.
Any feedback is always welcome.
Test shots : http://imgur.com/a/yIWkK
#15223 posted by necros on 2015/08/15 23:16:37
nb: the screenshot thread is actually for this kind of question
anyway, you could try putting cliffs there, but pushing them back from the wall by putting a river or something.
#15224 posted by Rick on 2015/08/15 23:45:05
Easiest thing would be to use a skybox and make it some kind of void map. Adding terrain outside the walls, you will end up needing a bunch of brushwork to look decent. Some kind of combination of brushes and skybox, along with a judicious amount of fog could look good also. You could even put it inside a giant underground cave. There's lots of possibilities.
#15225 posted by unbirthday on 2015/08/16 13:05:02
In the latest netradiant (1.5.0n compiled Jun 21 2015) for quake 1 mapping (not tried quake 3) brushes at 45 degree angles have their texture off by 90 degrees (usually). If I set the texture to -90, then it sometimes realigns. In other cases, I just can't get it to realign, even at other angles and shifts. Frustrating. Seems like a bug, but not sure. Should I contact ingar, the build author?
I wanted to post this on insideqc, but my account is not registered. I made the acount 2 years ago, so if anyone has admin/mod rights, could you please approve my account. Same username.
Relevant screenshot: http://imgur.com/KhsYn5m
#15226 posted by JneeraZ on 2015/08/16 13:30:36
This is a traditional Quake problem. Trying passing "-oldaxis" (or something like that) to your BSP compiler. Might fix it.
@WarrenM
#15227 posted by unbirthday on 2015/08/16 13:45:02
Oh really? I never knew. So it's a bug or side effect of optimisation in the original dos quake? This doesn't happen with quake 3 bsp right?
Just tested -oldaxis, god that is damn useful. Thanks for that.
#15228 posted by Rick on 2015/08/16 14:01:06
That's odd, I've used Netradiant and Fitzquake/Quakespasm for years and have never had that problem.
I do use an old version of Netradiant though, from 2012 I think. I used Bengt Jardrup's qbsp until changing to txqbsp_xt, never with -oldaxis.
I do remember having that problem when I first started making Quake maps. That was probably the original Worldcraft and Id's qbsp though.
Re: Lighting For First Timers
#15229 posted by oGkspAz on 2015/08/16 14:02:03
I have had a look around this (massive) thread but so far have only found these two Lighting tutorials:
https://goo.gl/kLPFuq (Spawnhost)
https://goo.gl/scVY9o (Shores of Nis)
Now these are fine for "what commands are available to me" but don't really seem to do much on the "what happens when I" or "how can I best do" fronts.
So far Tyr's site for his utils have been of more use to me.
Are there any others that I should be aware of?
I have even contemplated making a bunch of cubes connected with a plain passage and then adding a single light in each with various light and wait settings just to see what happens with each.
|