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...
JPL
#5712 posted by bal on 2006/12/19 01:53:35
Right, I remembered there was some trick like that, will try it out, thanks! =)
Anyone know any vis that supports dual cpu and dual core machines?
Bal
#5713 posted by JPL on 2006/12/19 02:03:08
I already asked aguiRe on that point some months ago.. aguirRe told me the very first vis.exe Id "release" was unix oriented and was supporting dual CPU usage. Unfortunately, he didn't think that any nowadays vis.exe is supporting dual CPU any more.
Maybe it will come back soon, as many brand new PCs have now dual CPU/core, that could support such a feature...
I think aguirRe would have better infos than me on that point ;P
But
#5714 posted by Kinn on 2006/12/19 03:00:16
the quake logo shadow thing only works because the skylight is simulated using a point light entity above the shadow casting brush.
I think Bal is using the light emitting sky texture thing.
Is there a way to fudge a sky texture's name so that it behaves like a sky but the light compiler doesn't register it as one?
Hmm. what if you compiled the level with a dummy texture for your fake sky so that the light compiler didn't treat it as sky, then replaced the dummy texture afterwards in the bsp using TexMex? I have no idea if that would work correctly but it's probably worth a shot.
Kinn
#5715 posted by bal on 2006/12/19 03:10:35
Yeah good point, probably wouldn't work with the brush technique... Will try switching the textures after it's lit, thanks for the idea.
Sky Texture
#5716 posted by Preach on 2006/12/19 03:31:46
I expect that the texture switch will work with just one problem - the surface won't be marked as CONTENT_SKY. This means that rockets that hit the surface will explode rather than being removed, and other similar effects. I'd imagine that the texture will still render correctly though. You can see the same thing happens in DM3 as it was compiled with an out of date version of the bsp tools.
Hmm...
#5717 posted by bal on 2006/12/19 04:57:52
I still haven't tried any of this as I'm still at work...
But considering my sky is just pitch black in that area, any trick to simulating a false sky? some pitch black liquid maybe?
Maybe
#5718 posted by HeadThump on 2006/12/19 08:28:21
try the dummy light trick with a negative light instead, and darken the regular sky texture for that section of the sky.
Non Sky Content
#5719 posted by Preach on 2006/12/19 08:43:13
Is it really a problem that the sky isn't truely a skybrush though? All the ID maps have this behaviour and don't seem to suffer for it, so I'd still say use Kinn's suggestion unless it causes a problem. It was just meant to be a quick warning in case it is important. Black water brushes would do a pretty good job of simulating sky if it does matter, the thicker you can make it the more likely it will be that the sound isn't audible.
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