Hmm
#28 posted by nonentity on 2003/02/02 13:03:02
Well in Q1 it's easy, just create the texture and call it something with either *water *slime or *lava at the front of the name.
Q3 you can do it, just mess around with the shaders.
Scrags In The Void
#29 posted by distrans on 2003/02/03 01:38:47
Quake, WC1.6 full
I don't want unlit scrags pounding players from out in the void.
I understand the level of monster illumination is a function of the light level of the surface beneath the baddie.
Possible solution: "sunlight" = 100 with an a mangle of 0 90 0 in the worldspawn then use neg lights around the columns descending into the void.
Does this sound right? Don't want to place a gazillion neg lights if it ain't gonna work.
You Can Also
#30 posted by czg on 2003/02/03 04:51:31
make sure the sky is black, then make a func_illusionary brush of black that hovers a few units above the sky floor, then make a spotlight with light value of 150-200, no falloff and angle of 180
But...
#31 posted by metlslime on 2003/02/03 06:40:30
sky surfaces don't have lightmaps.
So...
#32 posted by metlslime on 2003/02/03 06:41:07
under the sky floor, have a real floor. and forget about the func_illusionary.
I Guess That Is What I Meant...
#33 posted by czg on 2003/02/03 08:20:27
I just need people to translate my invalid suggestions first...
And The Illusionary...
#34 posted by czg on 2003/02/03 08:23:30
was suggested to be placed there because ...use neg lights around the columns descending into the void. implies that there will be columns going down there, and if one puts a spotlight by them then you'll see one or two lightmap-units of brightness on said columns...
Eh
#35 posted by czg on 2003/02/03 08:24:55
And right now I understood what was meant in post #32, so I'll just STFU and go sit in the corner for a while
Aaaah....
#36 posted by distrans on 2003/02/03 18:07:45
Sky surfaces don't have lightmaps That's a very handy piece of info to know. Thanx metl and czg (get out of that corner man!) I'm using a starfield so the "real" floor under the skytexz will do the trick.
Oh...and the way I'm building should stop the annoying horizontal skytexz warping.
<beer> all round
What If You Put
#37 posted by necros on 2003/02/03 19:45:20
a brush inside the skybrush? would the lightmap of the brush work, or would the skybrush's lightmap still be used instead...
Texturing Question Redux
#38 posted by pushplay on 2003/02/03 22:24:09
I'm aware that with a little shader manipulation I could make a plaid sea of death, but I was wondering if anybody else has already come across/made any interesting alternatives.
Batch Files? Batch Files? We Don't Have No Stinkin' Batch Files!
#39 posted by :=) on 2003/02/04 00:18:38
Thank you Vondur, Hrimfaxi, and Necros for the replies. I tried your advice Vondur but I end up with error messages still.
Can someone explain what a batch file is and how to implement it? Or can you at least direct me to where I can read about this?
Again My Thanks
Well...
#40 posted by necros on 2003/02/04 10:28:03
an batch file is just a text file which contains bunches of commands, one after another in order.
say, you wanted to open the windows/temp folder, backup everything, then delete everything in thee.
you would write in the batch file:
c:
cd\windows\temp
copy *.* c:\backup
deltree
making a batch file for compiling is very similar.
if you wanted one to compile a map, you would put in your qbsp, vis and light commands in there.
a handy thing you can do, is use %1 %2 %3...%9 to pass on commands from the prompt.
%1 is simply the next string of text after the batch program's name.
example: if the program is called n.bat
you type:
n var1
if you put %1 anywhere in your batch file, it will be replaced with var1
ex:
qbsp %1.map
vis %1.bsp
light %1.bsp
copy %1.bsp c:\quake
all the '%1' would read as 'var1' instead, giving you:
qbsp var1.map
vis var1.bsp
light var1.bsp
copy var1.bsp c:\quake
if you still are unsure, check out my guide again (http://www.planetquake.com/necros/gtkrq1.html). the blue text at the bottom is an example of my batch file. the lines starting with 'rem' are remarks. (and don't do anything. sort of line comments in qc (//) or qbasic (') or whatever)
finaly, to make a batch file, you must either: go into dos prompt (or command prompt if your using XP) and type 'edit'. write all your stuff and save, or use notepad (or similar text program) and replace the '.txt' or '.doc' with '.bat'.
not sure if this will make it totally clear or not. i'm considering adding this type of explanation to my guide, btw...
The Guide, Btw Is Supposed To Be:
#41 posted by necros on 2003/02/04 10:30:01
http://www.planetquake.com/necros/gtkrq1.html
metlslime, you really gotta get rid of that line saving thing... it's killing the urls...
I Agree
#42 posted by Wazat on 2003/02/04 10:50:01
It's hard to see where a link is supposed to go. :( 'twas a good idea tho.
Um...
#43 posted by R.P.G. on 2003/02/04 12:12:08
necros, Wazat: hover your mouse over the link and read the address on the bottom of the browser window?
I Know, But It's Unattractive Still.
#44 posted by Wazat on 2003/02/04 12:12:46
:)
Yeah, But If The Link Is Busted, Ie:
#45 posted by necros on 2003/02/04 17:32:20
(http://www.longdomainname.com/longthing/long/long/long.html)
or if someone types
dfs
it's annoying to have to retype it just so people can see it. at least before, if you busted a link, people would still be able to tell what the url was.
I Agree With Necros!
its awkward for no good reason :P
and things that are awkward for no good reason suck. in fact, there is no good reason for a thing to ever be awkward.
Necros
#47 posted by R.P.G. on 2003/02/04 20:10:56
Agreed. See my "Celebrity Look Alikes" thread.
It Builds Character!
#48 posted by metlslime on 2003/02/04 21:11:12
Yeah...
#49 posted by R.P.G. on 2003/02/05 16:04:24
...But so does freaky prison-rape sex.
Wait, forget I said that. I'm afraid of what you're response will be.
<RPG> metlslime, if I told you to go to http://www.chickswithdicks.com would you go?
<metlslime> rpg: no, unless they have new pics.
Should Be "your" Not "you're"
#50 posted by R.P.G. on 2003/02/05 16:05:11
Lol
#51 posted by daftpunk on 2003/02/07 13:54:50
(lol)X3
Qmodel
#52 posted by MadFox on 2003/02/08 18:29:58
I can't get them out of my map-wantings...
Awh..?
Those rats in "Malice"!
How is it been done, since me is told, that for each model you change, another has to quit.
Can't find anything about them, wrote myself a "rat.qc" but it doesn't seem to work.
Did that guys from Malice put some exta heapsize-memory in their progs.dat or something.
Their "MercBabe" I could change for the soldier, so now she's running as an Amazone in Quake1.
But that rats, got plenty of corridors for them, but I can't find the "cheesy" script they run on!
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