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Negative Lighting
You can also make a big light at the bottom which has a negative light value.
Antilight
#16540 posted by DaZ on 2016/06/17 21:08:57
would be my choice for this also. Try different falloff and wait values and see what works. Using a brush to block the sunlight would make a very harsh cutoff to the light which it doesn't look like you want judging from the pic
Was Thinking With
#16541 posted by ijed on 2016/06/18 19:19:15
The fancy new sunlight tools and dirtmapping.
#16542 posted by Orl on 2016/06/18 20:37:17
Looks like anti-lights are the way to go in this case. It will take longer, but will yield the best results. Thanks for the suggestions.
Stupid Question:
What are anti-lights? Are they just light entities with a negative "light" value?
Yep, Antilights = Negative Light Values
#16544 posted by ericw on 2016/06/18 21:23:42
Thanks!
Gibberish In The Centre Of The World
Not sure if this should go in the TrenchBroom thread instead, but anyway...
I've been working on a map and in the 3d window, right where the three axes meet, there is this label that is unreadable. It looks like an entity label, but there is no entity there. In addition it looks like several different words printed over one another. Here's a screenshot (I would really rather not post the map itself in its current state; it's a mess of noobish brushwork and poorly-executed clich�d ideas that no-one should see):
https://i.imgur.com/K3qFkdY.jpg
I do have several func_groups in this map and my first thought was that I was seeing the names I gave to the func_groups superimposed on one another ... but why would I see that, and why in the centre of the world, especially when there are no func_groups or other entities there? I could understand it if this label popped up in a spot where I have several func_groups or nested groups, but here?
It is not really hindering my work on the map, but I am just curious as to what the cause may be.
#16547 posted by Rick on 2016/06/19 14:00:27
I don't know if this is similar or not, but using Netradient weird things can happen with brush based entities like func_walls. Sometimes the brushes get removed but the entity remains and it's location gets set to 0, 0, 0.
I would periodically have go to the entity list to track them down and delete them because they'd be unselectable from any of the map views.
Thanks For Responding, Rick
TrenchBroom doesn't seem to have an "Entity list", but what I've done based on what you've written is to have a look at the map in a text editor and also to open it in Netradiant (which I've recently installed but not really used; can't quite seem to grasp how it works).
In the text editor I can't see any brushes or entities that have 0, 0, 0 as their location.
The Entity list in Netradiant doesn't give me any coordinates: https://i.imgur.com/krNU15r.jpg Is that normal? Is not particularly helpful in this instance...
Looks Like A Bug
#16549 posted by SleepwalkR on 2016/06/19 16:54:02
A bug in Netradiant, you mean?
How I Make A Counter Without Message
#16551 posted by Johnison Boa on 2016/06/19 18:18:33
Because are 2 scourges, when they get death activates a door for an ambush.
Me Noob #16551
#16552 posted by Johnison Boa on 2016/06/19 18:25:21
I found it. No reply :P
#16553 posted by Rick on 2016/06/19 18:26:10
In Netradiant, it's definitely a bug. I managed to figure out how it happens at one point but now I've forgotten. I use an older version of Netradiant, so it may be fixed now.
Crossed Wires
Looks Like A Bug
In Netradiant, it's definitely a bug.
Hang on -- are we talking about the weird gibberish label I asked about initially (#16546), or the absence of coordinates in the Entity list sub-menu (#16548)?
I Was Talking About TB
#16555 posted by SleepwalkR on 2016/06/20 00:34:27
Ah, ok. If you don't mind, I'd like to try and clean up my map a little first and/or see if I can figure out how to reproduce it before I report it as a bug on github. So far it's happening only in this one map, and as I wrote earlier, I'm embarrassed to share it publicly -- and without it, I'm guessing you'd have too little to go on anyway...
Problems With A Portal And The Reasons Of A Leak
#16557 posted by Johnison Boa on 2016/06/20 02:18:31
"Reached occupant at (1152 576 -256), no filling performed.
Leak file written to Qf1m1.pts"
Is needed that the teleport and the teleport_destination are together in the same air area?
I got make a room closed, no windows and any type of hole. It's Down of the main floor and beside the portal teleport, separated by a wall.
I don't know if is by the cause of the point file.
If you don't understand, I make a copy of my map if you can look it
https://drive.google.com/file/d/0B_cXcnPByRp5aXE2T2prYVNrMDg/view?pref=2&pli=1
You Can Also Send The Map Via Email
#16558 posted by SleepwalkR on 2016/06/20 08:15:36
I probably won't even look at it, only the source.
SleepwalkR
Ok, thanks. I'll get back to you on that; I want to try and clean up the map a little in the mean time (I know it's not necessary, but I'd feel better about it). Is the e-mail listed in your func_msgboard user profile the one I should use?
Netradiant Question(s)
Might as well ask this now as well, while I'm here: can someone perhaps tell me how I can add texture wads to Netradiant? I can't for the life of me figure it out.
And on the topic of Netradiant, does anyone know of any decent tutorials for beginners, preferably focusing on Quake mapping?
Kristian.duske@gmail.com
#16561 posted by SleepwalkR on 2016/06/20 19:13:15
Also if you switch to Netradiant for Quake editing, I'd be super grateful if you write down your reasons why. That would certainly help me tremendously in improving TB.
Not planning to switch, although I would like to learn Netradiant at some point just so as to know a second (more traditional?) editor. TrenchBroom is the first level editor I've ever used, and I feel I'd understand the process better if I get to know it from a second, different perspective too (kind of like how when you learn an additional language, it helps you grasp the underlying structure of languages in general better).
I also think I'd be able to give you better feedback on TB if I have something to compare it to -- e.g. "x is easier to do in Netradiant, can you implement that in TB?" (like with the grid coordinates).
In any case, that's a medium-term goal; the short-term goal is just to at least be able to look at my maps in Netradiant for comparison.
If -- hypothetically -- I should switch in the future, then yes, I will let you know why.
Right On
#16563 posted by SleepwalkR on 2016/06/20 20:40:33
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