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No Clues At All?
#20495 posted by wakey on 2020/04/27 10:28:35
#20496 posted by chedap on 2020/04/27 11:53:50
The light process reports solid faces and lights created, seems consistent with your idea, though I don't know what exactly happens under the hood.
The docs are good, not much to recommend beyond that. Try extra4, try soft, try sunsamples. If that fails, try hiding it with ao (dirtmap).
Generally, if you avoid flat uniform colors it wouldn't be noticeable in the first place.
#20497 posted by wakey on 2020/04/27 16:53:08
Thanks for your answer chedap.
extra4, soft, sunsamples and dirt are already enabled on that screenshot.
Using that flat uniform coloured textures TO pronounce the lightmaps features is my intention all along, of course i could have guessed that that will pronounce any flaws as well.
I could try setting _bounce to "-1" as entity key to prevent light from bouncing off the nearby brushes, just found that feature, isn't in the documentation yet.
I will also try to play around with _anglescale, altough i dont fully understand what exactly what this keys effect is, yet.
#20498 posted by lpowell on 2020/04/27 23:48:56
Is there a way to link two trigger_secret brushes so that if one is triggered, the other is removed, and they count as one secret? It's for a secret area that can be entered from more than one location. Obviously I can place the brush where the two paths link up but I'm curious.
No
#20499 posted by ijed on 2020/04/28 00:45:19
Each trigger secret counts as a secret.
You can killtarget one trigger from another, so you should be able to have two trigger_once which point at a trigger_secret to activate it.
Which might actually work without killtargeting anything.
id1 progs is kinda rough though and I haven't used it in years so this might all be wrong :L
I'm working from a Copper base now, which allows lots of entity manipulation without having to hack the level. I have coded up similar entities in the past, but didn't want to do it again and Lunaran's are better made than the legacy stuff I was going to resuscitate yet again.
http://lunaran.com/copper/
Anyone Remember My PyramidGav Map?
#20500 posted by negke on 2020/05/01 21:07:22
Like ijed says. One trigger_secret somewhere (set spawnflags 1 for make it not touchable) and two trigger_once in each area. The trigger_secret can killtarget both triggers, but be sure to set a slight delay on it to avoid trouble.
Over-killtarget
#20501 posted by Preach on 2020/05/01 23:01:35
The trigger_secret removes itself after being triggered so there's no need to kill the other trigger_once. It'll be swinging at nothing if it ever goes off.
True
#20502 posted by negke on 2020/05/02 08:58:46
I was thinking about cases where each area gives an individual message which would then be printed by the trigger_onces instead of the trigger_secret itself.
Thanks Guys.
#20503 posted by lpowell on 2020/05/03 08:19:33
#20504 posted by lpowell on 2020/05/04 01:25:24
Also does anyone know what map has a "bloodfall" texture? I think I recall playing a map that had one but I can't remember what map.
#20505 posted by lpowell on 2020/05/04 01:25:24
Also does anyone know what map has a "bloodfall" texture? I think I recall playing a map that had one but I can't remember what map.
@lpowell
#20506 posted by chedap on 2020/05/04 03:37:02
Insomnia map3, end of Travail ep1, probably some Zerstorer/Zer.jam maps
#20507 posted by lpowell on 2020/05/04 03:58:07
Ah sweet. Reminds me I need to replay Insomnia and Travail. I don't think Zerstorer has one because I'm already using zerstorer.wad. (Love those "viscera" water textures.)
Thanks.
Same Isue
#20508 posted by XG850 on 2020/05/10 15:19:05
Hey mate, any luck with this one?
I have the same issue, trying to find a way to increase, I assume the hunk allocation of memory... so far no luck. Let me know how ya go / went...
Hunk_alloc
#20509 posted by XG850 on 2020/05/10 16:23:55
Hi, please ignore previous post :O
I’m well into my first level now, after following dump truck tutorials. Using AD current version. However, I’ve hit a snag re hunk_alloc when compiling completes. I’m using quakespasm and upon launch, Quake crashes with ‘hunk_alloc at #######’ - I’m fairly certain my level is far from optimised...And it’s quite large. (I will attempt to cut it down and split into multiple maps eventually) but for aesthetic reasons I can’t yet... as it’s a ‘hub’ city / difficulty select / start map and relies on line of site to buildings etc. outside of the play area.
Thanks in advance. I’m new to all this, so I’d also love to share some pics etc. - some of the maps here are AMAZING! I’ve a long way to go!!
Cheers.
Small Field Of Vision
#20510 posted by Inky on 2020/05/10 17:54:17
Hello,
I have a very large room full of entities. When the player stands in the corridor leading to that room, the walls, floor and ceiling of it restrain considerably the field of vision: just a very small portion of the room is visible and 99% of the many entities are out of sight.
Here is a picture of the setting: http://earthday.free.fr/partages/hexenworld/field-of-vision.jpg
(the red thing is the cone of vision, and the red rectangle its projection onto the room's front face).
Yet there is one brush entity which should be seen because partly in the red and partly out of it, but it's invisible until it suddenly appears when the player approaches very close to it. As if until the very last moment out of sight entities were still taken into account and were to many to calculate, thus exceeding the rendering limits.
Does that make sense?
Is there a way to prevent the engine from calculating out of sight entities over supposedly visible ones?
Any clue will be very welcome...
I precise that I can't move to a more powerful game engine because I'm mapping for Hexen II, so there are so few compatible engines already that if I deliberately exclude some of them, almost nobody will be able to play my map! ^_^;
How To Make A Conveyor Belt?
#20511 posted by illakunsaa on 2020/05/13 12:12:19
Is there a way to make a conveyor belt? In newer doom source ports you can make a brush with a scrolling texture and it will carry entities. I want something similiar.
I tried making a brush with an animated texture and have a trigger push carry entities but with trigger push affects player's movement in a negative way. Another idea I had was to make lots of small platforms that move but that seems like a really hacky way to do it.
Convoyer Pets
#20512 posted by madfox on 2020/05/13 20:38:55
It's been a hardbreaker from the moment I tried to lay hold on it. Conveyor belts and quake func_trains don't like eachother, that is what timing concerns.
When you're really as mad as me you might try a static like this.
On ther other hand I spend a few moments to get a solution for it. It isn't that hard, you can do with two func_trains. That is.., when you fine tweak it to the right moment.
Here is an example, although it still has a wig in it. I went really domino after a few houres, but I think it can be done.
"Four feather" has a fine way of doing it, but it are all statics. So no.., I don't have a real solution than tweaking two func_lifts. Size, distance, time.
Hexen 2 Water
#20513 posted by Dooley on 2020/05/28 18:51:59
Hey guys, I'm working on my map using trenchbroom and erics tools; I've got a body of water and I assign it to func_detail but this means the water is not transparent, despite any settings.
If I set it to func_wall, I can provide the spawnflag for translucency, but then it's not water any longer.
Any suggestions on what I do here?
#20514 posted by metlslime on 2020/05/28 18:53:30
what if you don't assign it to func_detail? I don't see a good reason to make water "detail"
#20515 posted by Inky on 2020/05/28 20:53:18
Just like metlslime I wonder the reason why. Could you be more precise about what you're trying to do please?
Water
#20516 posted by ijed on 2020/05/29 23:54:06
Doesn't need to be an entity to be transparent. You need to set 'wateralpha 0.5' or whatever number you prefer at the console.
Water
Like ijed said, set wateralpha to a value you like but remind that it's a key that has to be set in the worldspawn.
The wateralpha only has an effect on the texture "in game". You don't see it in trenchbroom.
For the brush, worldspawn and func_wall always work well.
Why Am I Getting Full Bright Brushes?
#20518 posted by zqf on 2020/06/07 13:57:10
https://imgur.com/a/Eikqkr2
I've deleted every light entity and light related worldspawn setting I can find but still get it :/
Fullbright's & Comments Textures
#20519 posted by madfox on 2020/06/07 17:16:06
Texture of brushes are divided in opaque and fullbright's. Opaque are all brushes that won't reflect light as wall texture. Ornaments like light bulbs or flame mouths are fullbright. They don't need lightning of a map to reflect light.
Like a doormark they glow from themselves, so.., an unlighted map will still make a fullbright texture glow.
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