 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...
 Meh
#2913 posted by Kinn on 2004/12/22 14:16:27
If you want to go hacking the .effects field in the editor, here's what they do...
EF_BRIGHTFIELD = 1 //silly looking ball of moving yellow dots
EF_MUZZLEFLASH = 2 //short-lived flash of light
EF_BRIGHTLIGHT = 4 //a bright light
EF_DIMLIGHT = 8 //a "dim" light, like on lasers/rockets
 Necros
#2914 posted by Kinn on 2004/12/22 14:18:42
I believe you have the brightfield and dimlight the wrong way around.
 Yup, It Looks That Way.
#2915 posted by necros on 2004/12/22 14:45:57
my bad. ^_^
 My Light
#2916 posted by madfox on 2004/12/22 21:16:27
stands still...
and just wonders how to get the *.lit file
 Well.
#2917 posted by necros on 2004/12/22 21:27:35
first use tyrlite or equivalent program that can compile coloured lights.
then, in the lights, you use _color 'r g b i'
where r is red, g is gree and b is blue while i is intensity.
i think. i haven't done coloured likes in ages.
 Hmm...
#2918 posted by metlslime on 2004/12/23 04:32:53
i think it's just "_color" "r g b" but that's just from quake2 and quake3 experience.
 Colored Lights
#2919 posted by R.P.G. on 2004/12/23 10:01:04
According to rpgsp1.map, you use "_color" "r g b" to set the color, and "light" "200" (for example) to set the intensity. That's what works with TyrLite.
|