Bsp Texture As Skin?
#16051 posted by DeeDoubleU on 2016/02/23 19:03:27
Is it possible to use skin key (or any other hack method except making a mod) to assign texture from my map's bsp file?
Kinn
#16052 posted by ericw on 2016/02/23 19:21:55
Less hacky, but annoying to set up: configure a tightly focused light (high wait, high brightness / strong antilight) so only affects one lightmap sample, and position this at the entity origin.
If that would still be visible: Make a sunken pit under the model with the desired light level at the bottom, cover it with a func_wall to hide it (I forget if monsters will walk on that?)
Do Tyrann's Tools
#16053 posted by ijed on 2016/02/23 20:05:41
Only support forced light settings on brush entities?
Yeah, Only Brush Entities
#16054 posted by ericw on 2016/02/23 20:13:44
Supporting minlight on func_detail/func_group would be doable, just messy to implement since qbsp has to do part of it.
Ericw
#16055 posted by Kinn on 2016/02/23 20:35:54
Cheers, so I guess the model lighting only picks up the light from the world, and not brush entities?
I quite like the idea of putting a tight speck of light under the model - can minlight work as a spotlight? That could be one way of easily getting a fixed lightlevel in a small spot?
#16056 posted by ericw on 2016/02/23 20:57:29
Yep, mdl lighting does a traceline (straight down) against the world model only, and samples the lightmap brightness where the trace impacts. I'm not sure if any engines change this behaviour to include bmodels.
Unfortunately, combining local minlight (delay 4) with a spotlight appears to be unsupported in tyrutils (just a bug / oversight), I added it to my bug list.
Ericw
#16057 posted by Kinn on 2016/02/23 21:02:01
cheers - minlight spotlights sound like they could be a very easy way to do it, when you get round it of course, no rush :}
#16058 posted by metlslime on 2016/02/23 21:50:39
some engines, including fitzquake, lerp between the 4 closest lightmap samples instead of just taking a single sample. This will affect what you see if there is a high-frequency change in the lightmap under a model
Metl
#16059 posted by Kinn on 2016/02/24 13:06:38
Ah cheers.
I imagine I'll just make it look ok in QuakeSpasm and call it a day.
Finally Last Qstions
#16060 posted by JohnisonBoa on 2016/02/25 22:06:01
I finally finishing my Intro for a quake game, all entities has very good. But, 2 last questions for details:
1- exist volume key for an ambience sound trigger? default?
2- In a func_buttons of a counter to open a door, how I set to not move the buttons?(cause they are shootable, health 1)
Func
#16061 posted by madfox on 2016/02/25 22:17:53
Values: Sound Attenuation
ATTN_NONE = 0; // full volume everywhere in the level
ATTN_NORM = 1; // normal
func_button on counter no move
classname func_button
target X
targetname counter target
speed 100
wait -1
health <0 >1000
Oh, I Thought He Didn't Want Button To Physically Move
#16062 posted by DeeDoubleU on 2016/02/25 22:23:16
trigger its targets without sliding.
If this is the case then use
lip XX
where XX is thickness of your button
My Problem With Button(screenshots)
#16063 posted by JohnisonBoa on 2016/02/25 22:33:51
Try Lip 32
#16064 posted by DeeDoubleU on 2016/02/25 22:42:22
Not Works Lip
#16065 posted by JohnisonBoa on 2016/02/25 23:49:14
Change the angle so it moves backwards. That way it will be less noticeable.
5th Elephant
#16067 posted by JohnisonBoa on 2016/02/25 23:58:33
Works :D
#16068 posted by necros on 2016/02/26 05:20:48
i'm not sure, but i think buttons always have to move at least 1 unit (or less than 1). so lip 31.999 might work...
of course, fifth's solution is much simpler. :)
Buttons Fon't Have To Move At All. 32unit Square Button, 32 U Lip
#16069 posted by Qmaster on 2016/02/26 22:30:50
THANKS
#16070 posted by JohnisonBoa on 2016/02/27 23:04:35
Lol, when I read the last messages the map was finally ended. Thanks to all yours I made a map for first time, was started hard, but all help Works to me.
When ended the game proyect, I think in help for a hard mapping trigger idea.
How I Make A DEMO?...
#16071 posted by JohnisonBoa on 2016/02/28 00:53:10
#16072 posted by ericw on 2016/02/28 01:15:20
Enter: record mydemo in the console. Then load the map
#16073 posted by necros on 2016/02/28 01:56:30
and then type stop in the console when you are done recording.
#16074 posted by JohnisonBoa on 2016/02/28 03:16:39
deluxe!
EXm1
#16075 posted by JohnisonBoa on 2016/02/29 21:13:58
in e2m1 and e3m1 of quake appears the key card, how I get it on TB editor?
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