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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Did you take a look at the pictures linked by mukor in post #17482? From what I can see in the first two pictures, fog and skybox are defined in the worldspawn (the very first entry at the top of your entity manager). The third picture shows you the color parameter in a light's properties. What more do you need? 
Color 
If using 0-255 for the 3 values doesn't work (e.g. 255 255 0 for orange) then you may need to use 1.0 1.0 0 using values of 0 thru 1. 
Color Keys 
color uses range 0-255
_color uses range 0-1

both are supported, don't mix them. 
Great Clarification, MFX! 
Good to know. 
 
Mugwump, sry i missed it but now i opened it. 
Modifying Entities, Twice 
.ent files are still used a lot in Darkplaces and in fact, AFAIK it's the only way to add something in a map without having to de/recompile it. Basically, if the map is not yours and you don't have the source .map, you're stuck with .ent editing.

An old tool called adquedit lets you embed a modified .ent file into a .bsp file without the need for recompiling. This has the advantage of working in all engines, but the disadvantage that you have to send a much larger file.

For a more esoteric way of editing entities in a map, see:
https://tomeofpreach.wordpress.com/2013/12/09/debugging-and-save-games/ 
 
qbsp can update the entities in a bsp also, using -onlyents and a .map file. AFAIK .ent is just a renamed .map without any brushes. 
Thanks Preach & Metlslime 
 
One More Method 
Once I used a hex editor to change the entities in L4D2 Dark Carnival versus finale, so that the survivors couldn't get to the stands, and had to fight on the stage like the rock gods intended. So if you're crazy then that option also exists, the entity block is just plain text in there... 
 
I've used 0-255 for _color since I first began adding colored light and it works fine.

I standardized on only about ten or so different colors for consistency. As an example, all torches use one color, all lava another, etc. I have many custom textures which have light3_8 pasted in to serve as a light source and these all use the same color.

One advantage to this is if I decide to change a light color for some reason, it can be done easily by search and replace in a
Notepad++ or other text editor.

"_color" "255 240 224" > "_color" "255 192 208"

Not so easy to change the colors of thirty or more torches for example, if "color picker" or something has been used and all have similar, but slightly different values.

Using ericw's surface light is also a way to make mass color changes, as long as the light is associated with a certain texture. 
 
I used "_color" entity key and trenchbroom offered a colour picker. I made some tests and it all worked out very nicely. 
H E L P 
Sup chaps, I feel stupid for asking this but apparently I'm missing something.

I'm trying to make a trigger_push function like a jumppad in q3 (shooting the player vertically but slightly angled, maybe 5 degrees). However I don't know how to angle it upwards.

I'm using TB2, ty. 
 
angle -1 is up
angle -2 is down. 
 
Though if you want it angled slightly you can set the angles key directly:

http://i.imgur.com/5SE5Oud.jpg

Not that it's "angles" instead of "angle"
The first number of angles is the pitch. Note that you need to set it as negative to have it point upward. -80 is 10 degrees offset from straight up.
The second number is yaw. 270 is southward in the map.
The last number is roll and should be left at 0 since it does nothing. 
 
Perfect, thanks guys.

Unfortunately I assumed because the preview arrow doesn't seem to update properly (in TB2) that it wasn't working.

Now stop helping me and make more maps! 
Bounce / Radiosity & Phong Shading 
Hi guys,

Now that i have been introduced to the basics of mapping i've been busy designing my first map. Lighting the map and creating polished looking areas takes alot of time for me at the moment but its alot of fun.

I revisited Ericw's tytutils github-site, and i really like the Bounce / radiosity and Phong shading. How do i add the lighting to my map? 
Check 
Did you check the light section of Ericw's site?

https://ericwa.github.io/tyrutils-ericw/doc/light.html

I believe this has the all information. 
Naitelveni 
For phong shading, just set the "_phong" "1" key/value on a func_ entity. If you have some regular worldspawn brushes that are not part of an entity, but you want them phong shaded, you can group them into a func_group or func_detail and then set that key.

To confirm it's working, do a compile with the "-phongdebug" command-line option for light.exe, the load it in the engine and enter "r_lightmap 1"; you should see something like this

For bounce: add "-bounce" to your light command line, or set "_bounce" "1" in worldspawn. There is a "_bouncescale" option to tune the brightness of bounce lighting, check the screenshots at: https://ericwa.github.io/tyrutils-ericw/ 
 
So i do this in Trenchbroom?

set_ "_bounce" "1"
http://i.imgur.com/yoRxGaG.jpg

then to set the scale i type "_bouncescale" 
Yep That Should Do It 
 
 
That looks like too many lights, especially if you're going to use bounce (which sort of gives you fill lighting for free).

Maybe try deleting some of those and adding some light sources that have a matching texture or a torch/flame entity 
 
Youll probably want to completely redo all your lighting once you start using bounce.

give "extra" or "extra4" a try too.

I have it in my compiler settings, but you might be able to add it to the "worldspawn" like you did with "_bounce".

Note that when you do it in the compiler you use a dash(-extra) and when you do it in the worldspawn you use an underscore(_extra)

were you ever able to get the trenchbroom compiler working, nait? 
 
Holy moly i got alot more light now, and its alot smoother! i redid all my lights, its alot simpler to do lighting now that i have the bounce on! I dont get those nasty deep dark areas that used to fill most of my map or thos over burned highlights, its so much softer!

I never actually got the trenchbroom compiler to work. I also gave up on it once i got Ericw's method to work (terminal).

I was watching Custom gamer once again while doing my map, this time a map by MFX and it made me want to play the map rather than just watch the map narrated by Daz's lovely voice (haha, but he does have a nice voice). So im trying to install Quoth, I have it in my folder Quake/quoth and in it the pak0.pak, pak1.pak nad pak2.pak. here is the problem where do i put the commands: -hipnotic -game quoth? In the console of quakespasm? They didnt work there.. 
 
You're on macOS right? When you double click on quakespasm.app you should get the launcher, put "-hipnotic -game quoth" in there. e.g. http://i.imgur.com/WkH2FoH.png 
 
ericw, im actually on windows because you gave me instructions on how to compile in windows. 
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