Mike
#5687 posted by jiri_b on 2006/12/14 19:20:48
thanks for your answer. I`m a absolute beginner and had the idea of a moving light that lit up the walls while moving, but after some googling for that, I found out that it is very hard or probably not possible at all. This movlight.zip (found in the ID-Database) has an example map, but that has only a moving sprite, not a real light. Today I thought maybe the misc_fireball is something to use for this, but I`m not a programmer. I think this qc-stuff is to heavy for me.
What is the revised progs.dat ?
Jiri_b
#5688 posted by Mike Woodham on 2006/12/15 00:05:25
OK, the moving sprite is all that happens. I don't know of any way of lighting walls and ceilings in the way a hand-torch would light a dark scene, which I suspect that is what you are looking for.
The revised progs.dat that I referred to was supplied in the movelight.zip and needs to be used in place of the standard progs.dat. It contains the necessary compiled .qc files for movelight to work in-game.
The standard way of using these modifications is to set up a separate folder inside your Quake folder e.g. c:\Games\quake\movelight, and extract the files from the zip file into that. Then start Quake with the command -game movelight +map light.
#5689 posted by Trinca on 2006/12/15 04:02:24
hi ladies!
i�m trying to make a .qkr file for Quoth,this way Quark can load the entaties, but when i open the addon in Quark dont reconmize the size that monsters ocupied :\ any help?
http://trinca.no.sapo.pt/Quoth.qrk
just made for two monster�s to test!!! i like Quoth mode a lot and i want to map more for it! so this might be nice when is finish :) and maby someone will find it nice also :|
Mike
#5690 posted by jiri_b on 2006/12/15 08:54:48
Yes, that was exactly the way I tested this "light-map", but as I say, it was only a moving sprite, not a light.
But this lava-blobs are looking like a moving light ( or is it just a fake ?), and if it is really a moving light, it must be possible to change this extension (qc.file) to something new, where you can choose the direction, speed, distance, etc... (in the editor)
Than you have a mov_light extension. Of course you have to compile a custon progs.dat to get it working.
Or did I talk nonsense, I don`t know ?
Light
#5691 posted by Preach on 2006/12/15 09:40:10
Stop me if I'm wrong, but what you're saying is that you'd like an entity which emits light in the same way as a lavaball or a missile does - a small ball of dynamic bright light. The only difference is that you would like to be able to move this light like a func_train. If this is what you want, then this can be done fairly easily.
Preach
#5692 posted by jiri_b on 2006/12/15 09:49:28
Sounds great. Thats exatly what I´m looking for !
Something Wrong ....
#5693 posted by jiri_b on 2006/12/15 09:53:31
should mean > exactly what I´m looking for!
Wrong Again ?
#5694 posted by jiri_b on 2006/12/15 10:00:24
looks like the apostrophe did not work.
so once again
Thats what I am looking for !!!
Preach
#5695 posted by Mike Woodham on 2006/12/15 10:09:35
The movelight is an s_null.spr with an EF_BRIGHTLIGHT effects.
void() light_move =
{
if (!self.speed)
self.speed = 128;
if (!self.target)
objerror ("light_move without a target");
self.noise = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.noise1 = ("misc/null.wav");
precache_sound ("misc/null.wav");
self.cnt = 1;
self.effects = EF_BRIGHTLIGHT;
self.solid = SOLID_NOT;
self.movetype = MOVETYPE_PUSH;
self.use = train_use;
self.classname = "movelight";
self.avelocity = '50 50 50';
precache_model ("progs/s_null.spr");
setmodel (self, "progs/s_null.spr");
setsize (self, '0 0 0', '0 0 0');
setorigin (self, self.origin);
self.nextthink = self.ltime + 0.1;
self.think = func_train_find;
};
It is therefore a dynamic light in as much as it moves by use of path_corners but it doesn't dynamically light the set as it moves e.g. the flashlight in HalfLife. I think this is what jiri_b is after.
Hm...
#5696 posted by necros on 2006/12/15 12:22:54
could you just make a regular func_train, give it the ef_brightlight .effect and use a skip texture on a 1x1x1 cube? wouldn't need any qc for that
Necros' Solution
#5697 posted by Preach on 2006/12/15 13:43:59
Sounds about right, I'm trying to see if there's a way to make one that's also non solid. I think there is but it may be one of those hacks that's more trouble than it's worth. I'll see...
Otherwise that mod is the way to go, notice how in that code the entity is given a sprite s_null.spr. This is because an entity with no model does not get sent over the network, so clients won't see the light updating position.
#5698 posted by Trinca on 2006/12/16 00:54:54
Trinca
#5699 posted by JPL on 2006/12/16 02:10:17
Good news for QuArK/Quoth users !
Trinca
#5700 posted by Spirit on 2006/12/16 02:28:48
Good luck. I started that once but gave up early because it was so much work. Haven't got the files anymore, sorry.
Kell/necros
#5701 posted by Mike Woodham on 2006/12/16 05:46:02
I'm playing with the Vermis in a small test map and notice that he doesn't follow me (shooting) once I drop below a certain point: he just keeps firing at where I was. I'm no_clipping around the map just to get an idea of what he does.
Is there a specific number of units involved e.g. x units below his centre of origin?
Also, is the spread of the missiles adjustable as if you are too far away you can just sit there and they always seem to miss. Perhaps it is a case that he only fits a certain kind of environment spacewise?
.
#5702 posted by necros on 2006/12/16 10:10:56
Perhaps it is a case that he only fits a certain kind of environment spacewise.
exactly right. he, like all monsters, shoot in a cone around his fov. but unlike other monsters, his vertical size is massive, so you'll notice how he won't be able to shoot you when down around his 'waist'.
and yes, his projectile spread is constant. after a certain range, the spores stop being a threat.
designing an area for the vermis really is a matter of plopping him in first, and building the area around him.
if your map has the vermis exposed all the way down to the bottom of the model, you'll need to keep the player away from it because he won't be able to attack you or grab you. on the other hand, if you keep him at grab height, then you can let him get as close to the vermis as you want.
#5703 posted by Trinca on 2006/12/16 10:43:15
necros check your email
Moving Light Again
#5704 posted by jiri_b on 2006/12/18 16:59:39
I tried the easy solution by necros, without qc, but could not get anything working. First tried it with a func_train, but without success. Than thought maybe better start simple and tried to built a fixed light and failed again.
Not shure if I set up everything right in quark.
Here is a screen of the setting.
http://www.kram-hochladen.de/files/25853/light-blob_test.jpg
Whats wrong? help
Jir-b
#5705 posted by madfox on 2006/12/18 17:20:08
I once had a complete varation of all the possible moving light types, I'm searching...
please give me a link to the movelight.zip and I'll explain.
Movlight.zip
#5706 posted by jiri_b on 2006/12/18 17:39:37
Found Them
#5707 posted by madfox on 2006/12/18 17:53:54
here you go...
http://members.home.nl/gimli/movlight.zip
if you need help, ask me.
:) Thanks
#5708 posted by jiri_b on 2006/12/18 17:56:38
You're Welcome
#5709 posted by madfox on 2006/12/18 18:10:55
I didn't use the altered progs.dat and it still worked.
only effects 1 and 8 were really interesting.
I saw in the readme you can change the muzzle_bright in other options.
Qspecks can tell you which number to use.
Sky Lighting
#5710 posted by bal on 2006/12/19 00:59:58
I have a sky emitting light throughout a level, but in one specific area, I'd rather it didn't, anyone know of a trick to achieve this? (And no removing the sky light and using lots of point entities instead is not an option).
Bal
#5711 posted by JPL on 2006/12/19 01:44:38
I think it is possible by adding a polygon within the sky brush, at least if the sky brush is thick enough to insert something inside it. I'm not sure but I think it is the way Quake shadow logo is produced in some Quake Level...
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