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		 Aguirre #2883 posted by Vondur  on 2004/12/15 05:07:50regarding 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 07:33:19I 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 13:48:09The 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 15:24:17Is it possible to make a key move around in a level? I.E. I want a gold key "driving" on a func_train:)  
		 ... #2887 posted by necros  on 2004/12/15 15:29:55so make a small func_train, and put the key on top of it.  
		 Yeah Sure. #2888 posted by czg  on 2004/12/15 15:29:58Just place the key on top of the train...
 �_�
 
		 Excuse My Newbiness #2889 posted by Spirit  on 2004/12/15 16:02:20=) You're right... I am not familiar with setting up func_trains, so I ever placed the key somewhere else but not at the "real" (as it is compiled) top of the trainbrushes:\ Well, me < editor < Quake  
		 85 #2890 posted by Vondur  on 2004/12/15 16:33:09the train will begin its movement from the path_corner it targeted, so put the key under the train near that path_corner entity...  
		 Aguirre #2891 posted by Vondur  on 2004/12/15 17:45:56i've met some troubles with shadows of sunlight2/3. 
http://vondur.net/images/fitz0004.jpg  i tried every possible settings with sunlights, including sunlight3 usage. and cannot get how to make these shadows render properly.
  maybe because they're too far from the sky?  
		 Difficult To Say #2892 posted by aguirRe  on 2004/12/15 18:20:56from just the shot. I assume you mean why the bright spots are there? One thing that normally isn't very good is the sun pitch of -90. Please try e.g. -89 instead and see if it works better.
 Otherwise I can only think of that sunlight2/3 is actually generated by a limited number of extra suns arranged in a grid around the upper hemisphere, which means that they won't be able to reach every corner, especially not if the architecture is complex or very vertical.
 
 The distance from sky shouldn't matter since sunlight is non-attenuated (like delay 3).
 
 If you wish, you can send me the zipped map+wad and I'll see if I can find out what's going on.
 
		 Aguirre #2893 posted by Vondur  on 2004/12/16 01:32:11ok, the .map sent :)  
		 Daz I tried something like that a while ago, and couldn't get it to work, can you tell me how you managed to use two lighting tools on one BSP? Bastid :D
 When I tried it, I found that the last lighting tool used stomped all of the pre-existing lightmap data, but perhaps I was doing something wrong (or using the tools in the wrong order). I was using Q1rad and aguire's light tool, but I can't remember which one I used first.
 
		 FRIBLETS #2895 posted by DaZ  on 2004/12/16 19:07:15From my bsp.bsp compile.bat -->
 dubsp -nocrouch bsp
 vis -level 4 bsp
 durad -extra -dumpfacelights bsp
 dulight -extra -surfacelights bsp
 
 if u dont have dulight/rad I can email them to you...
 
		 Thanks Daz I do have durad/dulight, I've just never used them as I thought they were made redundant by Q1rad. I'll have to have a look, thanks!  
		 /me Has Had An Idea #2897 posted by tron  on 2004/12/19 11:16:50Do any quake engines that anyone knows of support moving lights with negative values?  
		 FitzQuake Supports Colored Lightning #2898 posted by madfox  on 2004/12/21 13:04:45but you must have an associated .lit file with your .bsp file.
 Glad if someone would explane this a little more. Don't care to write one, if I knew how.
 
		
		#2899 posted by -  on 2004/12/21 19:41:41Moving lights? I'd think darkplaces and tenbrae could do that since they're the only ones with dynamic lights I know of off the top of my head. Fuckall knows if they allow negative lights.  
		 . #2900 posted by necros  on 2004/12/21 21:36:11moving lights is easy.
make a func_train with a small brush.  in the func_train, give the key 'effects' '1'
 
		 Necros #2901 posted by Jago  on 2004/12/21 21:44:08This is interesting, I don't think I've ever heard of this key before. What exactly does it do and what entities does it work with?  
		 Jago... #2902 posted by distrans  on 2004/12/21 22:13:06 
		
		#2903 posted by -  on 2004/12/21 22:41:06!
 why they fuck didn't I know of that page when I was doing speedmaps!? neat shit like that is what makes speedmaps great!
 
		 It's #2904 posted by necros  on 2004/12/21 23:41:10a key that is normally only used in qc stuff (like when an enforcer bolt is spawned, that key is set so that it glows) and is handled all by the engine.
but we can hijack it like fatty demonstrates. ^_^
 
		 I Think It Was... #2905 posted by distrans  on 2004/12/22 00:09:26...Pingu who used it to great effect (no pun intended) in "The Journey Home" by adding "effects" value "1" to the gold key.
 If I'm wrong about it being Pingu, bleh!
 
 Scampie: j00 r n00b
 
		 Don't Forget: #2906 posted by necros  on 2004/12/22 00:19:29effects = 4 is a bright light
effects = 8 is the yellow particle field + dimlight
 
		 Noobs #2907 posted by Kinn  on 2004/12/22 07:54:15  |