Water Brush2
#6277 posted by Pectabyte on 2007/08/24 00:25:33
"which game? In quake water texture names need to start with an asterisk (for example *water) -- Not sure about half-life."
Wally texturing program said a ! is needed before the name for water. Is it in deed a * instead? What is the symbol needed for transparency for glass?
Pectabyte:
#6278 posted by metlslime on 2007/08/24 01:40:07
Assuming you're asking about quake, there is no transparency feature on textures in quake.
There are some custom engines that support transparency per entity, using the "alpha" field -- but this doesn't do any per-pixel masking, it just sets the transparency over the whole entity. You could use this for glass, if you made the glass into a func_wall entity. But this is not a standard feature of quake nor supported by most engines.
Not sure why wally suggested !, but since wally supports multiple games, maybe this is intended for a different game?
Pectabyte:
#6279 posted by metlslime on 2007/08/24 01:45:11
Also check out this general faq on quake textures:
http://www.celephais.net/stuff/texturefaq.htm
Mikko...
#6280 posted by distrans on 2007/08/24 04:40:52
...what game? What editor? Try rotate 90 degrees rather than flip.
WC
#6281 posted by Mikko on 2007/08/24 17:12:38
I'm using Worldcraft and Quake is the game. There is no rotate function.
Alpha-stuff
#6282 posted by rudl on 2007/08/24 17:39:58
Works with Quoth or Nehahra+
AguirRe's glquake or Qrack or Joequake or DP
Alpha
#6283 posted by ijed on 2007/08/24 20:40:12
Can be set in any mod and to any entity, but only the engines you point out do anything with it.
Yep, it can be set on monsters as well, maybe for a Doom1 effect; like the semi-invisible Pinky demons.
Mikko: click on the brush / group you want to rotate a second time after selecting it, you'll see the selection handles change to circles; grab one and you can rotate it, holding ctrl to rotate by fixed 12.5 (?) degrees. Shear is also done in the same way - the selection handles move to the centres instead of the corners.
Keys
#6284 posted by Mikko on 2007/08/25 18:51:16
Thanks! Why didn't I notice this before (the map being almost done and everything)?
Anywayz, I have a problem with keys and doors that require keys. The map I'm working on is hi-tech themed. This means I would rather NOT have rune keys but I don't see any way to change the keys into hi-tech versions. Also, when I run to a door that requires a key I don't have I hear this "clank" you're supposed to hear in medieval maps but not in hi-tech maps. How to change this? The entity properties window didn't have anything that could have been of use.
Mikko...
#6285 posted by generic on 2007/08/25 20:18:01
in Worldcraft, Map > Map properties... > Ambience sets the key style.
Check the Flag that corresponds with the required key for your door in order to hear the "clank" sound.
Mikko
#6286 posted by JPL on 2007/08/25 20:21:01
did you tried to change worldtype field type to base in worldspawn (i.e value = 2)? It should allow you to have Hi-Tech keys, and a kind of buzzing sounds when doors refuses to open, etc.. Try that and recompile the map.. ;)
Sounds
#6287 posted by Mikko on 2007/08/25 22:22:03
Great - thanks!
Here's another one: Where to get that cool wind sound that plays whenever you enter an outdoor area? Couldn't see it under ambient sounds.
Mikko
#6288 posted by JPL on 2007/08/25 22:45:02
It is an ambient sound indeed: use ambient_suck_wind point entity where you need to have a wind sound...
It's Not
#6289 posted by Mikko on 2007/08/25 22:54:08
Nope - that wind effect is different (used in Wind Tunnels, for example). The one I'm talking about can be found pretty much from every outdoor area in any hi-tech map. For example, in E1M1 right after you exit the first elevator.
Mikko
#6290 posted by JPL on 2007/08/25 23:41:19
Oh, this effect comes from the sky, not from an entity. To obtain the same effect, you have to build an open area, with a sky... and maybe you need at least to vis the map to obtain a correct rendering but I'm not sure... Good luck :)
?
#6291 posted by necros on 2007/08/26 05:01:06
can be found pretty much from every outdoor area in any hi-tech map
i'm a little confused... the wind sound can be heard in (i think) *every* map since it comes from skybrushes.
but it does indeed need to be vised to hear it. vis sets which areas can 'hear' the sky sound, so when you're in those areas, it seems to come from everywhere and not a specific point.
Thanks Again...
#6292 posted by Mikko on 2007/08/26 16:48:32
Yeah, it seems that all the leaks around the map caused the vising process to fail. I had known of these leaks but I thougth there were just a few of them and that I could take care of them later. So yeah, I spent two hours hunting and fixing them (around 10-15 of them around the map).
Live and learn.
A Map Will Not Vis With *any* Leaks
#6293 posted by Lunaran on 2007/08/26 20:37:49
You Can Always
#6294 posted by aguirRe on 2007/08/26 20:54:15
force qbsp to produce a prt file or even use bsp2prt, but it won't exactly reduce fullvis time or improve r_speeds ...
With old versions of TreeQBSP, you could even get a huge and invalid prt file even if the map leaked. Then fullvis would go on for ages and either crash or produce completely invalid PVS data. E.g. sm36 had this issue in 2002.
Slow
#6295 posted by Mikko on 2007/08/26 22:10:55
I wonder why the game won't show all the leaks in one go - typing "pointfile" only shows one leak at a time. This is why it took so long (two hours) to remove all the leaks.
But anywayz - another question: How to change ALL textures of one tile (say, "floor01") into another (say, "floor02") so that you don't have to change them one by one?
Mikko...
#6296 posted by generic on 2007/08/26 22:22:20
Use the Replace button on the Texture Browser. Also, read your Worldcraft documentation ;)
#6297 posted by Ankh on 2007/08/26 22:28:50
Every WC user should at least once read through the documentation supplied with the program. There are many usefull tools and shortcuts described in there. Many of them are pretty hard to find when just experimenting with editor.
Read the manual. In this case it will make your life a lot easier :)
Meh
#6298 posted by Mikko on 2007/08/27 00:06:04
Yeah, I've been scanning through some old websites searching for good tutorials. They're usually way better than built-in guides. And I guess I forgot all about the built-in tutorial so...
But anywayz - any suggestions for late evening lighting? I noticed the sky texture itself doesn't emit light like in Quake 3 engine games so everything has to be done manually. Should I use many light entities with little volume or one or two entities with more volume? The point would be, of course, to make it look so that the sky emits the light - not some tiny light sources on the ground.
Use AguirRe's Light Tool...
#6299 posted by generic on 2007/08/27 02:49:00
With the -sunlight and -sunlight2 parameters for good-looking outdoor lighting ;)
Question
#6300 posted by than on 2007/08/27 17:18:49
why sunlight 2? Is it for when you want to set your map on a planet with multiple suns, or is there a more cunning use of it?
Also, are there any light compilers that support radiosity aside from that old one riot made? (where the hell can I find that anyway?)
Riot's Q1rad
#6301 posted by lurker on 2007/08/27 18:12:54
is at http://icculus.org/~riot/
I don't know of any others for Quake.
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