#142 posted by ericw on 2016/08/02 20:48:56
Yeah, it's a feature Spike added for doing spotlights that project a texture like: http://i.imgur.com/34R1w4W.jpg
I think "_project_mangle" is buggy, the docs say it expects "yaw pitch roll" like a spotlight mangle, but I think it actually wants "pitch yaw roll".
I'll fix that in the next light release to be consistent with spotlights, so it's experimental/unstable only for now.
#143 posted by dwere on 2016/08/02 20:54:34
Can you do animated lightmaps with this thing?
With Textured Spotlights I Mean
#144 posted by dwere on 2016/08/02 20:56:16
Not just blinking, but changing the texture.
#145 posted by khreathor on 2016/08/02 21:09:44
I doubt it. I guess it just spawns lights in places where specified texture occurs.
Lol
#146 posted by ericw on 2016/08/02 21:15:05
I think you could do it.
Create multiple textured spotlights and give them unique targetnames. Set the START_OFF on one. Trigger both targets to toggle one off and the other on?
#147 posted by ericw on 2016/08/02 21:16:54
My screenshot could be misleading, _project_texture doesn't make textures automatically project light, but it just makes that specific entity project that texture
Glad You See This Lighting Discussion
#148 posted by ionous on 2016/08/02 22:27:08
I'm still terrible at lighting, so thanks for posting these lighting links.
Oh, and I'm mapping in about an hour.
https://www.twitch.tv/ionous
Quoth Setting Up?
#149 posted by NewHouse on 2016/08/03 12:56:36
Hey, is anyone else having wierd jumping to the other location and getting tuck to brush, and the last thing you remember is shooting while enemies in my case bob/executioner shoots you? Earlier I though it was just because of some bad habits of making too complex geometry, but that seems like it wasn't the case this time.
I'm using ne_q1spCompilingGui103 compiler and my setting are:
LIGHT.exe -> -bounce -bouncescale 0.1 -soft -extra4
VIS.exe ->
-level4
CONSOLE ->
-hipnotic -game quoth -game jam7_newhouse -maps
Am I missing some commands or something? I just simple don't have any reasons to start redoing locations because problem is somewhere else, sorry for being pain in the ass.
Looking Forward To This...
#150 posted by distrans on 2016/08/03 13:10:49
Ah that's great, was really feeling some sort of late afternoon or evening setting for my map idea.
@ericw / ItEndsWithTens
#151 posted by Spike on 2016/08/03 16:14:14
better projection screenshot:
http://triptohell.info/moodles/junk/fte-20150311190731-0.jpg
(sidenote: it only really works in that scene because of the increased lightmap res, it'd be too blurry otherwise. lmscale 4 iirc.)
automatic projection would probably be a mis-feature, unless the angle of the projection is according to the position of the sun rather than the orientation of the texture, or something. I dunno. either way it would get messy.
@NewHouse
#152 posted by Spike on 2016/08/03 16:23:03
firstly, I can't say I've really looked much at quoth specifically, so take what I say with a pinch of salt.
if the player ever gets stuck in a solid (which can actually happen quite a lot thanks to floating point precision especially around angled surfaces) then the player is teleported back to a last-known-good position, as defined by their .oldorigin field.
unfortunately there's a number of mods that repurpose that field, thinking it unused because the qc doesn't normally write to it. that's fine for non-players but baaad on players.
(sidenote: quakeworld engines attempt some jittering rather than rewinding.)
Spike
#153 posted by NewHouse on 2016/08/03 17:01:43
Yes, this never happened to me while using AD mod. So it has to do something with Quoth mod or something.
https://drive.google.com/file/d/0BwxYkKdSD855Z1hnT2JTcWU1VWs/view?usp=sharing
I was like normally shooting inside in almost perfect cube and this happened.
Or Maybe~
#154 posted by NewHouse on 2016/08/03 17:08:06
Maybe I should try to update quakespasm*
Looks Like Something Has Messed Up
you may have some funky geometry.
throw the map into jack / jackhammer and do the check for problems thing, also check the compiler output for errors / warnings.
ItEndsWithTens
#156 posted by mjb on 2016/08/03 21:42:09
Thanks so much for your contribution to a more complete FGD file!
Very helpful and love to see even a model for the waterfall haha.
It's That Time Again
#157 posted by ionous on 2016/08/03 22:27:53
Thanks, But There Is Something Else..
#158 posted by Shamblernaut on 2016/08/03 22:31:28
I have looked up in Jack using that Alt + P and it only shows invalid texture issues because I don't use Jack so there is no definitions for them. I use Jack only for complex shapes what I can't do in TB2.
I work in TB2 because it's for me a lot faster, and after knowing how it actually wants to work, there is not going to be any problems with it to be honest.
Because I have no idea what to do, or fix in this map, I really would appreciate if someone more wiser could point out what I'm doing wrong?
Here is remade area of my jam map that caused even earlier same kind of problems. Zip includes map and wads I used:
https://drive.google.com/file/d/0BwxYkKdSD855SzhUelBNMlRJOEU/view?usp=sharing
Compiler has no errors and everything goes flawlessly in that part. But only if I try to check Skip option also in ne_q1spCompilingGui103's UI, then compiler says something like this "---SKIP--- "my file location path for utils" is not recognized as an internal or external command.
#159 posted by Rick on 2016/08/03 23:10:34
Your map has less than 500 brushes. Why are you screwing around with skip? It's totally unnecessary on a map that small. Just texture things normally. Also, move your model type entities off the floor, 8 units minimum.
Rick
#160 posted by It is not gonna be that small* on 2016/08/03 23:17:30
I start using skip even though it might look stupid, eventually I don't want to map be unoptimized at the end. After Jam I'm going to continue and polish map anyway.
But entities need to be higher off the ground, really?
#161 posted by Rick on 2016/08/03 23:30:47
You can build a 5000 brush map without skip and it can still be polished.
The error message is probably because skip is an external utility program and you either don't have it or it's in the wrong folder.
It's probably better to focus on the basics at first.
Placing entities flush against any brush surface is just asking for trouble. Leave some space. The only things I'll place closer than 8 units are lights.
Rick
#162 posted by NewHouse on 2016/08/03 23:44:48
It's good to know it will run that much brushes I just blindly followed that example map in that jam zip "windows-test" something. And I also see sock using skip a lot in his maps, so I thought that is the professional way to make maps but how should I know - I'm not that familiar with this subject.
And indeed placing entities too near the brushes is caused me problems but I have always made sure to give just enough space what it requires - yes I know that quad damage power up is not shown etc.
Only thing what I care about is this wierd scenario.. another room behind that door has plasma gun soldiers and one bob. When I let them come through that door and keep moving and shooting them I eventually get stuck to floor and I haven't find the reason for that. Other than my map need more walls, because testing with just floor is causing the issue or something.
Teleport Glitch
#163 posted by Preach on 2016/08/03 23:45:20
unfortunately there's a number of mods that repurpose that field, thinking it unused because the qc doesn't normally write to it. that's fine for non-players but baaad on players.
Have taken a look, there's no place I can see where we use the oldorigin field on a player by design. Admittedly we do use it on quite a few non-player entities, but there would need to be some way that a function which is meant to be run on one of them is being run on the player instead by mistake. So I think the cause might be elsewhere.
NewHouse, can you e-mail me a copy of the map and I'll take a look, see if I can figure out what's causing this...
Preach
#164 posted by NewHouse on 2016/08/03 23:47:30
#165 posted by Kinn on 2016/08/03 23:58:06
skip strikes me as a really pointless OCD thing to do in quake maps. drawing 99% of the brush faces in the area as opposed to 100% of the faces, ain't gonna make any measurable difference to anything, ever.
Rick
#166 posted by khreathor on 2016/08/04 00:07:49
Isn't SKIP "deleted" by default in Tyrutils?
SKIP
Any surfaces assigned a texture name of skip will be compiled into the bsp as invisible surfaces. Solid surfaces will still be solid (e.g. the play can't walk or shoot through them) but they will not be drawn. Water, slime and lava surfaces can be made invisible using the texture names *waterskip, *slimeskip and *lavaskip respectively.
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