
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?