Hm...
#2862 posted by necros on 2004/12/09 21:03:30
any place i can learn how to use custom textures in hl2?
HL2 Custom Textures
#2863 posted by VoreLord on 2004/12/10 01:02:13
Antilight Use
#2864 posted by JPL on 2004/12/10 05:28:52
While I'm not use with antilight, can somebody help me an explain how antilight are declared (field in light entity, color, etc...) in a map ?? I supposed it's done like light entity, but what are the differences ??
Thanks
Antilight
#2865 posted by czg on 2004/12/10 05:41:33
Is just a normal light but in the "light" field (Or Brightness field if you're using WorldCraft) you put a negative number instead of a positive one.
I'm not sure how you make negative colored lights. In good old arghrad you could make both the brightness and the color components positive and negative, so if you had a light with "light" "-200" and "color" "255 -128 0" you'd end up with a light that sucks up red light (negative * positive = negative), emits green light (negative * negative = positive), and leaves blue light alone (negative * 0 = 0).
Also, antilights only affect lights of the same "style", so a flickering antilight won't have any effect in an area where there are just normal styled lights, but it will suck up light from other similarly flickering lights.
And last but not least, read the readme for the light util, these things are usually explained pretty well there. RTFM! ;)
Jpl
#2866 posted by Vondur on 2004/12/10 05:49:56
what czg said and RTFM indeed!
Czg
#2867 posted by JPL on 2004/12/10 05:50:17
Thanks !!! In fact antilight are no more than "negative brightness" light... BTW, I've read (perhaps too much quickly) the readme file of my light tool, and I didn't find the stuff.... perhaps I missed it... Anyway, thank you very much for these important precisions....
RTFM ???
#2868 posted by JPL on 2004/12/10 05:51:46
Could you explain please... I think it's a quick short cup like IMHO, or soething else, but I didn't understand this one (AFAIK not more by the way... )
Hmmmm
#2869 posted by VoreLord on 2004/12/10 06:25:38
Something along the lines of
READ THE FUCKING MANUAL
Jpl
#2870 posted by Vondur on 2004/12/10 06:27:03
from http://www.thinkgeek.com/tshirts/frustrations/3239/
What is RTFM?
RTFM is not having to say you are sorry. RTFM is a big chromatic dragon with bloodshot beady eyes and fangs the size of oars. RTFM is me screaming at you as fireballs come out of my mouth to get off your precious no-good tush, march down to the local bookstore or MAN page repository, and get the eff off my back because I'm trying very hard to get some freakin' work done. Jeez.
RTFM - read the fucking manual ;)
Thanks...
#2871 posted by JPL on 2004/12/10 07:34:49
... I understand the stuff now... ;D
AguirRe
#2872 posted by Mike Woodham on 2004/12/10 11:24:01
Thanks for the last message re .map file problem (only just back to my desktop today).
Interesting. I did as you did and found it would now load. Looking at the new map though, the line that I had changed to 0000 now says 0001 and includes one texture on the following line even though the bsp.ini file clearly states that I do not want Favourites.
However, it works so I will leave well alone. I still don't understand why it inserted the blank line in the first place but if it happens again I will do a 'repair' and carry on.
Aguirre
#2873 posted by Vondur on 2004/12/14 15:27:20
is it possible to make lava emit light as sky does? but w/o angles etc, just imitation of the loads of point lights ;)
Aguire
#2874 posted by Kell on 2004/12/14 15:46:24
my esteemed russian friend means: surfacelight
Vondur
#2875 posted by aguirRe on 2004/12/14 16:21:08
Heh, do you remember this:
AguirRe
#493 posted by {Vondur} [213.247.187.250] on 2003/09/30 01:21:59
is it possible to make lavalight?
i mean the light that generates by lava surface as it generates by sky, but with delay.
Vondur
#498 posted by {aguirRe} [62.127.45.40] on 2003/09/30 06:20:48
I guess lava light should be possible using a similar technique, but I doubt the extra coding and processing time would be worth the effect.
Lava is relatively scarce in maps (I'm not so fond of it either) and the lava light would be rather local and diffuse. That makes it very different from sunlight which is more difficult to simulate with point lights.
Hrimfaxi actually had the same suggestion a while ago. He also wanted the lava light to be slowly pulsating.
To add to that, the closest thing I can see is something similar to the 2nd sunlight which is also diffuse. However, 2nd sunlight is non-attenuated and generated by automatically positioned extra suns in a grid, the amount depending on oversampling level (-extra*).
Vondur
Its very easy with Q1rad, just set it up in the lights.rad file like this:
*LAVA1 255 255 255 50
As you see above, there's the texture name, the 3 following numbers are the RGB values of the light, and the final number is the brightness.
Aguirre Und Frib
#2877 posted by Vondur on 2004/12/14 17:07:22
aguirre: yeah, i remember i was asking u that but was not sure where to search for that :> okay.
frib: yeah i know that util, but i use aguirre's light cuz it's more advanced though ;)
Aguire
#2878 posted by Jago on 2004/12/14 17:53:02
How trivial/hard would it be to port this feature from q1rad into your light tool?
I Haven't
#2879 posted by aguirRe on 2004/12/14 18:11:43
made any investigation, but I believe the lighting design is rather different so I don't think it'd be easy. If I understand it correctly, q1rad is based on HL's hlrad.
I have no current plans to include this functionality.
Vondur: Please try the new -gate 1 option as it really cuts down on processing time.
Yeah
The tools are fundamentally different, I imagine it wouldn't be possible to add any radiosity stuff into the existing quake lighting tools without a full rewrite of the code.
I'm sure it'd be much easier to integrate the advanced features into the radiosity tool instead, but that also would require a lot of work I'm sure (and in any case Riot has lost the code for Q1rad, so you'd be starting from scratch again).
Well
#2881 posted by Vondur on 2004/12/15 01:39:18
yeah i see it's rather complex task, then fek it. adding lava light manually isn't that bad in fact, you can make it more interesting.
off the laziness! ;)
aguirre, yah i tried it, but didn't notice any significant speed up (so far). maybe because the level is too small.
Vondur
#2882 posted by aguirRe on 2004/12/15 04:28:20
The good thing is that you're mapping again!
And as for the Fade Gate, I can e.g. make a complete re-light of Adamantine Cruelty in just 2:20, or Nastrond in 2:49 ...
Aguirre
#2883 posted by Vondur on 2004/12/15 05:07:50
regarding mapping: well, that doesn't mean i'll finish it ;)
regarding gate: eh? is the light quality the same as with -soft -extra etc?
Yeah
#2884 posted by DaZ on 2004/12/15 07:33:19
I used surfacelight for all the lava in my dm map "blood sweat & piss" (on my website - http://www.planetquake.com/dazdranz/ ) normal lighting for everything else, and dumped surface lights to the bsp with a program then lit it with arguires light.exe , worked a treat
Vondur
#2885 posted by aguirRe on 2004/12/15 13:48:09
The quality is the same. The difference is measurable but not visible. I use it all the time now and in most maps, it speeds up light processing by 2-15 times.
Movable Keys?
#2886 posted by Spirit on 2004/12/15 15:24:17
Is it possible to make a key move around in a level? I.E. I want a gold key "driving" on a func_train:)
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