
Func_detail 
#17668 posted by 
khreathor on 2016/12/01 14:40:35
It's just ignored by VIS, but other than that it behaves as a normal brush, so collision etc. works the same. 
 Important thing is to not use them as main walls closing your map - VIS will get rekt this way. 
	 
		
		
Thank You* Another Question About Func_Illusionary 
#17669 posted by 
Newhouse on 2016/12/01 15:07:27
 
		
		
		#17670 posted by 
Newhouse on 2016/12/01 15:09:35
To be honest this would be interesting way to show secrets.. but I guess it is not intended or have something to do with how engine draws them? I'm using Quakespasm in this case. 
	 
		
		
		
		well that's uh.... not an intended feature. 
	 
		
		
		#17672 posted by 
Rick on 2016/12/01 16:16:40
I remember when GL Quake was new, if you played a map that hadn't been vised specifically with transparent water, you would see a similar effect. Looking through water, doors and other entities were visible when they shouldn't be. 
	 
		
		
		#17673 posted by 
Newhouse on 2016/12/01 16:30:25
Hmm.. it should be fully vised, no leaks etc. I use -level4. 
	 
		
		
Is Your QuakeSpasm Up-to-date? 
#17674 posted by 
Mugwump on 2016/12/01 16:36:28
 
	 
		
		
		#17675 posted by 
Newhouse on 2016/12/01 16:48:39
If it is 0.92.1 then it is up to date.
 
 I tried to run it on Darkplaces too, and it worked just fine. In Quakespasm and Mark V (tested so far), I had these drawing issues. 
	 
		
		
		#17676 posted by 
Naitelveni on 2016/12/03 00:48:57
yes i use test level 4. How can i change the level? how will it affect the compile? i have not used detail entitys since im still a beginner. thanks for that tip!
 
 im taking a small break from my main project because its getting too large and there are so many areas im not happy with. there will still be large outdoor areas but i will make them smaller. 
	 
		
		
Easy 
#17677 posted by 
madfox on 2016/12/03 00:58:27
light.exe
 
 -fast
 
 easiest way, less calculate time.
 
 -extra
 
 Calculate extra samples (2x2) and average the results for smoother shadows.
 
 -extra4
 
 Calculate even more samples (4x4) and average the results for smoother shadows. 
	 
		
		
		#17679 posted by 
Naitelveni on 2016/12/03 01:08:01
Quick question, i downloaded some skyboxes and renamed them from .pk3 to .tga
 (https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html)
 
 i placed the skybos in id1/gfx/env
 
 in trenchbroom i gave world entity "sky" "sky-dragonheart_"
 
 and nothing happened. What went wrong? 
	 
		
		
Name 
#17680 posted by 
mjb on 2016/12/03 01:43:47
Verify the name of the actual skybox files. Is it "sky-dragonheart_" or just "dragonheart_" 
	 
		
		
Directions 
#17682 posted by 
mjb on 2016/12/03 02:13:58
I think there should be the 6 cube sides for the skybox files.
 
 Like sky-dragonheartup_
 """down_
 """lf_
 
 Can you open the pak and see if those files are contained? 
	 
		
		
		#17683 posted by 
Naitelveni on 2016/12/03 02:22:45
i dont know how to extract pk3.
 can you send me a skybox file that i can test? 
	 
		
		
		#17684 posted by 
Naitelveni on 2016/12/03 02:23:39
i downloaded the skyboxes from quaddicted
 
 https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html
 
 i think they should be 6 sided 
 
		
		
		#17685 posted by 
Naitelveni on 2016/12/03 02:24:58
is there a texture that i have to give to a brush so i can see the skybox? like sky4 
	 
		
		
		#17686 posted by 
khreathor on 2016/12/03 02:44:30
#17683 - You should be able to open it with any zip extractor, if I remember correctly;
 
 #17684 - 
Due to the inordinate amount of work to compose 49 separate downloads, these skyboxes are currently only available in a single download as The Kothic Skybox Compilation 
 ===> 
The Kothic Skybox Compilation
 
 #17685 - you have to use sky texture; 
 
		
		
@newhouse 
#17687 posted by Baker on 2016/12/03 13:38:28
		That's probably caused by a lack of sorting by distance for entities with transparency.
 
 FitzQuake 0.85 draws entities sequentially.  DarkPlaces likely sorts everything by distance.
 
 I might rewire transparent entities to draw by distance in Mark V, but I've more focused on a mirrors on func_illusionary request for pulsar 
..
 
 And tuning some optional effects video and updating the Mac build.  
		
		
Naitelveni 
#17688 posted by 
negke on 2016/12/03 15:11:14
The only important VIS options are -fast for a quick and inaccurate test compile, and -level 4 for a slow(er) and accurate final compile. 
	 
		
		
		#17689 posted by 
Naitelveni on 2016/12/03 16:10:50
you have to use sky texture; 
 
 What is a sky texture? i used both sk1 and sky4 and both of them wont display the skybox 
	 
		
		
		#17690 posted by 
Naitelveni on 2016/12/03 16:13:48
i got it to work now! :)
 I copied a skybox from my Arcane dimensions folder and placed in my id1/gf/env folder and it doesnt matter what sky texture i use! im happy with the result now :)))) 
	 
		
		
Can Someone Explain Sun A Little! 
#17691 posted by damage_inc on 2016/12/03 20:28:37
		I created a square room, I placed a pillar directly in the center, I set sunlight mangle to 270 -45 0
 
 This way the sun in relation to my Top view in JACK is at the top(centered). I placed the player start in relation to the Top view at the bottom(centered).
 
 Now when I load the map the pillar casts a shadow directly towards me, correct. Looking right, the wall has a shadow at a 45 degree angle down, correct.
 
 But looking left the wall is completely dark. It doesn't match the right side wall which I thought it would.
 
 What is going on? 
 
 If there is a sunlight basics link(besides ericw's descriptions) please post it, thanks. 
	 
		
		
Reading This... 
#17692 posted by damage_inc on 2016/12/03 20:45:15
		https://shoresofnis.wordpress.com/guides/lighting-basics/
 
 It states "
�_sun_mangle� - This has the same format as �mangle� on spot lights, �Direction, Pitch, x�, which way the sun is shining. (Not the position the sun is in)"
 
 So my question is, how do I know where the position of the sun is?