JPL:
#2052 posted by Kinn on 2004/06/08 06:57:08
You need to use a Quake engine capable of volumetric lighting - whether one even exists, I don't know.
Or did I see something like this in Nehahra?
Starbuck
#2053 posted by aguirRe on 2004/06/08 10:26:34
Did you get any of the emails I sent you the last couple of days?
JPL
#2054 posted by necros on 2004/06/08 11:42:34
use HalfLife, it has support for that stuff.
JPL
#2055 posted by madfox on 2004/06/08 14:27:49
The laserbeam pakket from Chtong I made I put on my website.
It's not as specific as you want.(cones radials etc.)
For that you need custent.
https://homedrive.home.nl/gimli/publiek/laserbeam.zip
Note that you can't use doors in it!
Wrong Email
#2056 posted by madfox on 2004/06/08 14:30:11
Wc 1.6a And Xp Problems
#2057 posted by tiddles on 2004/06/08 17:30:56
hi
im using xp pro and trying to use wc 1.6a, i cant select and objects in the 3d window atall :( ? and my texture application tool doesn't work :( can anyone help ?
pete
Wc 1.6a And Xp Problems :)
#2058 posted by tiddles on 2004/06/08 18:01:29
hi
every things werking now, thanks too the great help from jago, you need to turn of hardware accelleration and then restart worldcraft, then no more problems! :D
pete
Heh...
#2059 posted by metlslime on 2004/06/08 22:29:33
I thought that was a double post at first :)
OMG...
#2060 posted by distrans on 2004/06/09 00:31:12
...Tiddles is mapping again!
Kinn, Necros And MadFox
#2061 posted by JPL on 2004/06/09 06:33:14
Thanks for your feedback.. Even if a standard/GL quake doesn't support volumetric light, is it possible to create directionnal light beam with a cone radial value, etc.. with standard light tools (like TyrLite or aguirRe light tool), or is it impossible ?? Let moe know what your light experience is...
Thanks
Spotlight
#2062 posted by aguirRe on 2004/06/09 06:53:15
is the standard way to have a directional light and it has worked since the original Light version. You have to use an entity to target the spotlight and the "angle" key specifies the cone width (default 40 degrees).
Argh/TyrLite and my Light has also the possibility to direct the spotlight via a "mangle" key. In my Light you can also specify a "_softangle" key for a softer spotlight cone. Search for "spotlight" in the readme for my Light tool and see more details.
Except for the obvious spotlight effect, you can also use these lights for very interesting transitional effects by using anti- or local minlight (delay 4) spotlights.
Typically you then use a high angle value (150-180) and a small _softangle (10-90) and direct the spotlight along a corridor or down a bottomless chasm. Experiment for best results.
AguirRe
#2063 posted by JPL on 2004/06/09 06:59:56
Cool... It is exactly what I was looking for !!!
Thank you very much
Ohhh
#2064 posted by necros on 2004/06/09 11:55:11
holy shit, i thought you were talking about special effects like the HL laser beam thing... sorry, i misunderstood! :P
You're Welcome
#2065 posted by madfox on 2004/06/09 13:05:26
Chtong will roast me for that....
Never Heard Of
#2066 posted by madfox on 2004/06/09 15:23:02
Compiling a Q1bsp I suddenly receive the message at the end of
models*59
+++ERROR+++
Entity tex too long
Are my monsters talking too long?
In Older Compilers
#2067 posted by aguirRe on 2004/06/09 15:34:12
the entity section can only be 64k, you've exceeded that limit. Either you'll have to shrink the amount of entity data (by e.g. removing default keys or entire entities) or switch to a newer compiler with a higher limit.
I assume you're still using qbsp256, its entity limit is only 64k.
Thanks
#2068 posted by madfox on 2004/06/09 15:41:52
never saw the message before.
...
#2069 posted by necros on 2004/06/09 16:15:28
why on earth would any one handicap themselves by using qbsp256? O_o
See Here
#2070 posted by aguirRe on 2004/06/09 16:56:21
http://celephais.net/board/view_thread.php?id=596&start=132
Using my ConvMap utility, you can actually do the same grid-snapping in a pre-compiler step, just run:
convmap -l2 -i mapname
txqbsp mapname.out
ConvMap will just cut off the fractional part and keep the integer, essentially what qbsp256 does. See ConvMap readme for more details.
Bengt
#2071 posted by starbuck on 2004/06/09 20:09:28
i got your message and replied just now.
Q1 Tools Update
#2072 posted by aguirRe on 2004/06/11 05:58:15
at http://user.tninet.se/~xir870k . Minor improvements and bug fixes in several tools and engine. Please see readmes for more details.
Any comments are welcome.
Wad To Bsp/map To Me.
#2073 posted by truskoski on 2004/06/12 02:44:58
i dont know if this has been asked before, looked on this thread and i couldnt find it so here. is are there any tools to convert a doom wad file into a bsp or map file for quake1? or at least, can it be done?
thats it.
A Quick Search
#2074 posted by aguirRe on 2004/06/12 02:51:19
of wad2map and wad2bsp at Google revealed some info that might be useful.
Me Happy, Me Horny Too
#2075 posted by truskoski on 2004/06/12 07:15:04
thanks man
AguirRe
#2076 posted by Jago on 2004/06/12 12:43:40
I could never figure it out, what�s the exact difference between TxQBSP and TreeQBSP?
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