.
#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.
Nah Wont Work,
#5720 posted by HeadThump on 2006/12/19 09:06:11
only one sky will show
I Mean
#5721 posted by HeadThump on 2006/12/19 09:07:54
only one sky will show
My suggestion. I didn't see Preach's answer that fallowed until now.
Nehahra Engine / Transparent Objects
#5722 posted by jiri_b on 2006/12/20 16:21:24
Did I need special build-tools to compile a map for nehahra?
At the moment I use txqbsp, rvis and tyrlite for fitzquake compiling
and it worked fine.
But for the neh-engine, Iam not satisfied, because the test-map is to dark and the brush that should be transparent, is not transparent at all.
Did I need other built-tools and other additional command-line settings
for this engine?
Nehahra Engine / Transparent Objects
#5723 posted by jiri_b on 2006/12/20 16:22:25
Did I need special build-tools to compile a map for nehahra?
At the moment I use txqbsp, rvis and tyrlite for fitzquake compiling
and it worked fine.
But for the neh-engine, Iam not satisfied, because the test-map is to dark and the brush that should be transparent, is not transparent at all.
Did I need other built-tools and other additional command-line settings
for this engine?
Jiri_b
#5724 posted by bal on 2006/12/20 23:51:47
No you don't need any specific tools for Nehahra maps, just place the right entities in your map (according to the devkit documentation), and it should all work fine once in Nehahra.
Map too dark is probably just cause the engine is configured differently.
Bal
#5725 posted by jiri_b on 2006/12/21 05:06:14
Thanks for your help. You are right
the engine was wrong configured.
Preach / Anyone
#5726 posted by ijed on 2006/12/26 13:22:21
I wanted to take a look at the teaching old progs thread but can�t view all threads.
What�s the specific key setup to create an explosive info_notnull?
It may be easier to just post the link direct to the thread.
Cheers.
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