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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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Kinn, Necros And MadFox 
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 
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 
Cool... It is exactly what I was looking for !!!
Thank you very much 
Ohhh 
holy shit, i thought you were talking about special effects like the HL laser beam thing... sorry, i misunderstood! :P 
You're Welcome 
Chtong will roast me for that.... 
Never Heard Of 
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 
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 
never saw the message before. 
... 
why on earth would any one handicap themselves by using qbsp256? O_o 
See Here 
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 
i got your message and replied just now. 
Q1 Tools Update 
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. 
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 
of wad2map and wad2bsp at Google revealed some info that might be useful. 
Me Happy, Me Horny Too 
thanks man 
AguirRe 
I could never figure it out, what�s the exact difference between TxQBSP and TreeQBSP? 
Historically 
there used to be a world of difference, but I've crossfed features between them so now they produce near identical result on any map. If in doubt use TxQBSP, that's what I use all the time.

Please note that Tx has watervis default ON, while Tree's got it OFF. Both can be switched either way via options, of course. 
O_O 
aguirRe, I use Hammer and TreeQBSP, do I have any reason to switch to Tx? 
Kinn 
As I said, they both produce near identical result (if watervis is set the same). AFAIK, there's no particular reason to use Tree anymore, but Tx has got a nice feature to select starting hull which is very useful in big maps when hunting leaks in hulls 1/2.

Try it, you might like it ...;) 
Interesting 
I'm curious: what is the reason for having the two different versions? 
Well, There Were 
two versions to begin with, Tree which is made by Greg Lewis and Tx that is made by Armin Rigo (also the man behind QuArK), both building upon the work of the original tools from id software.

I just started three years ago to improve and fix the bugs that I found especially annoying then (like leak handling).

Since Tx was the only compiler at the time that I knew could handle QuArK's float maps and Tree being the most memory efficient and otherwise overall better compiler, I started to work with both tools in parallel.

Over time, they became more and more similar due to my crossfeeding of features and adding work by Tyrann and ideas of my own to the mix.

So far it's been a help for me to have two implementations that basically do the same thing but in a slightly different manner, it's like a 2nd opinion. 
Cool 
are you considering merging them at some point in the future? 
I Can't See Any 
point in merging them. If anything will happen it's me dropping Tree, but that's also a bit unlikely, since I like both and they serve a purpose. 
Re: Q1 Tools Update 
aguiRe, my comment is that I'd really prefer you to put the readme files inside the zips... :)

Having the readme also available seperately is fine and good, but by leaving it out of the zip files you're only saving a few kilobytes. I find myself having to download the zip file and then also download the txt seperately.

That's hardly a big deal and it won't kill me, but nevertheless I'd prefer if the readme were included in the zip, unless there's some compelling reason for not doing so. 
But You Have To Admit, Mr Fribbles 
that they make for good reading 
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