Interested
I am interested in use the lava shambler of "Source of evil" for my project, I need permission of author?
#16910
#16918 posted by madfox on 2016/08/27 22:50:07
?
@madfox
#16919 posted by ericw on 2016/08/27 23:38:31
The rotation speed for EF_ROTATE appears to be hardcoded in the engine :(
So
#16920 posted by madfox on 2016/08/28 00:18:08
it stays allahdjin.
#16921 posted by Baker on 2016/08/28 04:08:27
NewHouse
#16922 posted by ijed on 2016/08/28 04:28:40
Read the documentation of the light compilers you're using. Light in quake is pretty simple, and all of the light entities do the same job. Luckily, a number of clever people have done stuff to make the lightmap process more maleable. First off, you should be using EricW's version of the Tyr compilers.
Then, read what Tyrann has to say on the subject:
phttp://disenchant.net/blog/2013/0307/TyrUtils_v0.6/
And Eric:
https://ericwa.github.io/tyrutils-ericw/
And if you want to get really arcane, Aguirre;
http://web.comhem.se/bjp/
Although to be fair that's more of everything and not directly light related.
Ijed
#16923 posted by Newhouse on 2016/08/28 09:23:30
Thanks, that last link seems new to me, let's see what does it concerns.
EricW
#16924 posted by negke on 2016/08/28 13:24:10
How does one set up GtkRadiant 1.6.5 for Quake editing? I couldn't for the life of me get it to work. The website mentions you as the maintainer of the Q1 gamepack. The files in the SVN certainly don't do it, they appear to be for 1.5> branch.
Some Pointers
#16925 posted by ijed on 2016/08/28 14:51:55
All lights are additive to the lightmap, but you can use antilights to subtract from it.
Using too much coloured light at too high a saturation will cause clamping - resulting unexpected weird colours.
If you get dark triangles then there is probably a brush misalignment nearby, or the compilers just don't like the way you've built the area.
Setup your sun properly - experiment with different configurations in a box map to get it right for the skybox and mood you're after.
You can turn lights on and off.
Animated lights are best used sparingly, and will start provoking warnings and won't animate quite right if there are too many too close to each other.
Ijed
#16926 posted by Newhouse on 2016/08/28 16:05:43
I have to keep those in mind.. what if I don't want to use sun as main light source, because you can not set different sun light colors for each section of map?
Negke
#16927 posted by ericw on 2016/08/28 20:31:06
Argh, I dropped the ball on that.. I set up a gamepack for 1.6 a while ago but I need to bug the GTKR folks to add it to SVN and include it with the builds.
The gamepack is linked here along with some documentation on the Q1 support:
https://github.com/TTimo/GtkRadiant/pull/290
It should work if you download my Q1pack and put it in the "installs" directory of GTKR 1.6.
If you have trouble getting it to work, here is a build of 1.6 I made ~2 years ago that has the gamepack installed and supports quake out of the box. http://www.quaketastic.com/files/tools/windows/level_editors/gtkradiant-1.6-quake1-beta.zip
Also any feedback on the gamepack would be welcome, I haven't seriously used it tbh. I got the .def from gb, I think it's a standard .def that has func_detail added.
Simple
#16928 posted by anonymous user on 2016/08/28 21:21:18
Just don't use sun - you can just place lights in the sky to get a similar effect.
Cast Surface Lights From The Sky Texture
Eric
#16930 posted by negke on 2016/08/29 08:49:19
Thanks. It works. The def file is not very good compared to my old one from 1.5, incomplete or missing entity descriptons.
Showstopper for me is that the floating window layout is broken (still). Entity window is always on top. Similar to NetRadiant, the additional layout options never seem to get any attention from the developers.
Waterfall Texture
#16931 posted by mjb on 2016/08/29 14:23:35
Looking for the waterfall texture used in maps such as Than's Subterranean Library or Lunaran's jam2 map. I am going through the wads directory and checking out previews but fail to see it! More specifically of the blood variety.
#16932 posted by Baker on 2016/08/30 00:19:53
Open TexMex
Click File
Click Open
Type "c:\quake\jam2\maps\yourmap.bsp"
You will be looking at the textures from the map.
How To Control Enemies Navigation Area?
#16933 posted by NewHouse on 2016/08/30 01:00:53
I made not narrow walls and for some reason enemies tried to walk over it, is there any way to make enemies not try something like that? clip texture effect player as well but I would like to use something just specifically for enemies.
#16934 posted by NewHouse on 2016/08/30 01:01:22
I made narrow walls*
#16935 posted by NewHouse on 2016/08/30 01:28:11
Sorry again.. I mean crooked/twisted/tilted walls.. sure I use narrow hallways, but wasn't talking about them in this case*
Ok
@Baker I know was tronyn, I done bad the question, now I ask to he
Negke
#16937 posted by ericw on 2016/08/30 23:09:49
Ah, too bad. Could I include your better-quality .def in the gamepack?
I Don't Understand Colors
#16938 posted by NewHouse on 2016/08/31 23:56:25
So, I use multiple blue colors, and only value that changes is Lum (luminous value of color). I try to use same thing for different colors that are not main colors, for example blue violet. I separate to 2-3 different tints(dark -> light) of that color. As an result I get weird pink colors, if colors are close or in exact same position.. so I guess this works only for main colors, red, blue, green, when there is no mixed other colors.
This starts feeling like painting for real, but without seeing results as fast.
If someone is experienced user with colors, a little lecture would help me a lot. Simply answer "do not use mixed colors" is something I will ignore immediately, because I want to learn and use colored lights. I was watching color theory videos on youtube, and getting some nice ideas how to choose own color palettes, but many modern games uses multiple colors in same places and they blend together smoothly.. it is hard to explain why, because I'm not expert in those subjects, and I'm sure quake works a little differently (because it is old game) - but any lighting techniques/secrets that might make it feel like 'modern' would help a lot.
I have been playing around different delay settings, and when used together gives interesting results, just like what I wanted. For example using delay 2 to push our shiny color, then make it lighter and using 0 / 5. Shamefully something like that didn't worked quite well for color "blue violet".
#16939 posted by Rick on 2016/09/01 02:17:48
Multiple lights of different colors is probably going to make it harder instead of easier to do what you want. Quake's colored light is basic RGB 0-255. All 0 = black, all 255 = white.
For example, a light that's 0 0 255 is pure and saturated blue. To lighten or desaturate it, add equal amounts of red and green, such as 80 80 255. Boost or cut the amount or red or green slightly to change the tint toward purple or yellow.
Or you can go the other way. The center of the texture light3_8 is actually a pinkish color. Instead of pure white, set the light color to something like 255 240 224
#16940 posted by NewHouse on 2016/09/01 12:43:59
It only looked like it works but.. does this really works this way too?
If I add same about for both red and green, but at the beginning one of them has more than the other.
for example 100 80 255.. 120 100 255.. 140 120 255 and so on. I tried something like that and color changed but kept.. the same base color only more brighter. Or maybe it only just looked like it worked.
Just Use A Colour Picker
#16941 posted by Kinn on 2016/09/01 12:48:09
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