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
#16942 posted by NewHouse on 2016/09/01 20:36:54
I use
http://www.color-hex.com/color-names.html and
http://paletton.com/
That looks neat too.. not sure how it works though. I was just wondering that idea of using same color but only brightness changes. First I had wierd problems with blue violet color and it turn into pinkish color. But doing it right.. I guess.. it keep in same color only brightness changed. So I guess what I was trying to ask was, what did I do wrong at the first place when it turn into pinkish colors.
So hopefully this thing never happens to me again.
Can Func_door_secret Open Upwards?
#16943 posted by Ubiquitous on 2016/09/01 21:03:01
Can func_door_secret open upwards?
I have a func_door_secret with "angle" set to "-1" but it slides sideways to open.
#16944 posted by Rick on 2016/09/01 21:05:36
I think that http://www.colorpicker.com/ which Kinn provided the link to, will help you understand better what's going on. Hex codes and color schemes are for web page designers, so don't worry about that for now.
The boxes down the right side let you enter a color in two different ways or in a combination of both. HSL and RGB. Try changing the numbers in them and watch how the selector dot moves.
H Hue is color
S Saturation is basically how far from pure white
L Luminance or Brightness is how far from pure black
Try entering 0 0 255 for RGB. Look at the resulting numbers for S and B. Try changing S and B from 100 to 75, 50, 25, etc, watch how the picker dot moves and note the changes in the RGB numbers.
Ubiquitos
#16945 posted by madfox on 2016/09/01 21:16:05
Just delete the "func_door_secret" option from the classname, make it a commen func_door and add a message for your secret door.
The door_secret code is only one way.
JA
#16947 posted by Ubiquitous on 2016/09/01 21:26:58
Thanks,
"angles" "-90 90 0"
produced my desired effect.
#16948 posted by NewHouse on 2016/09/01 22:10:21
If I has button on the ceiling, is it possible to make it go up when shot by using that same idea?
#16949 posted by ericw on 2016/09/01 22:32:46
Yep, it's possible, you don't use "angles" though:
"classname" "func_button"
"angle" "-1" // -1=button goes up when pressed; -2 would go down
"health" "1"
#16950 posted by NewHouse on 2016/09/02 00:34:21
Thanks, that will help so much now that I know how to do it in a right way.. was using func_train ealier*
#16951 posted by NewHouse on 2016/09/02 16:00:27
https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing
So I started using brighter blue/yellow/orange colors, and trying to figure out whether or not focus points are easy to spot. I put screen brightness very low. But I'm pretty sure there will be a lot of people who can't see even focus points or everything is unpleasantly dark.
So let me know, should I put lighting from 300 to even 450 when using delay 5. I removed even colors so I can see which colors are actually brighter and of course it seemed like yellow/orange is a bit brighter which is good thing, because it works as a main goal color.
#16952 posted by NewHouse on 2016/09/02 16:13:09
Or should I put bright colors in middle of rooms/hallways to add that overall visibility? And not try to increase the actual light sources.. but focus on "fake" lighting.
Taste Of Choice
#16953 posted by madfox on 2016/09/02 18:38:43
I'm attracted to colour lights, but I make sure the white light stays dominate.
In that way the colours blend in at the background without destroying the texture.
#16954 posted by NewHouse on 2016/09/02 19:40:25
Yeah, you're right.. unless it is meant to be disturbing and texture breaking like in silent hill, if you know what I mean*
But overall I want to try to keep colors under control, everything is still quite new to me. I will try adding this white color more by placing them in middle of hallways/room/areas, and let's see what happens. I looked up some map files by other people and they were placing light sources in middle of rooms etc. For some reasons I tried to avoid using those, because I wanted to light comes from "real" light sources like lamps, torches etc. but it seems like that is not enough always.. and if light value is too high everyone sees it, even if using delay 5 - but it doesn't light that much imo.
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