Yeah Sure.
#2888 posted by czg on 2004/12/15 15:29:58
Just 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 16:33:09
the 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 17:45:56
i'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 18:20:56
from 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 01:32:11
ok, 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 19:07:15
From 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 11:16:50
Do 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 13:04:45
but 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 19:41:41
Moving 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 21:36:11
moving 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 21:44:08
This 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 23:41:10
a 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 00:19:29
effects = 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
Necros
#2908 posted by R.P.G. on 2004/12/22 09:11:00
So is there an "effects" "2"? If so, what does it do?
Yeah, Its A Cool Page
#2909 posted by starbuck on 2004/12/22 09:43:13
i never got the light to emit i remember, but i did use the particle field in a speedmap once. The trick with the door sounds might have been freaky to use too.
Worldcraft 1.6a
#2910 posted by generic on 2004/12/22 10:11:17
Another n00b question:
Is there any way (i.e. edit the RMF or Map file) to add back a camera that you accidentally deleted? I have done this a couple of times now and am tired of "re-piloting" the camera to the last point-of-interest in the map I am currently working on.
Generic[69.244.213.210]
#2911 posted by czg on 2004/12/22 10:22:33
No.
Well, I guess you could edit the RMF file but those aren't exactly human-readable...
RPG,
#2912 posted by necros on 2004/12/22 12:25:26
well, effects 2 is for the muzzle flash when you shoot. it is a flash of duration 0.2 seconds. i haven't tried it, but i don't imagine it will do anything as the actual game doesn't start at 0 seconds but more like 0.5 or 0.6 seconds, so you wouldn't be able to see the flash anyway as that would happen at 0 seconds.
it's difficult for me to explain, sorry...
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