There's Some
#6627 posted by bambuz on 2007/11/06 16:28:04
pure disco inside them thar crates that's pushing trough!
Disco Crate FTW
#6628 posted by negke on 2007/11/06 16:48:05
Quad, Pent and Envsuit partying the Quake away.
Keep it!
RickyT23
#6629 posted by JPL on 2007/11/06 17:04:23
It is also possible to add -colored to the tyrlite command line: I don't know what is the effect, but I have it on my side... maybe it makes the difference.. though...
Ha Ha!
#6630 posted by RickyT33 on 2007/11/06 23:18:53
Success!
I added -colored to the command line and at first it wasnt working. I had a corridor in the level with a curved cieling, the corridor also curved round a corner and sloped downwards (I know, I know). I know that the way I was doing it (with six-faced brushes, each face having four edges) was giving me illegal faces, so I made each brush unto four brushes each with four triangular faces, and re-made the corridor using vertex manipulation (pain in the arse). This stopped the corridor from leaking (I had originally boxed it on the outside).
Anyway I dont know if any of this had any bearing on the light tool, but with the command line:
-colored -lit -nocount -extra
(in the worldcraft process window I might add..) it seems to be working (h00ray!!) which is a relief 'cause I was about to either sack off the coloured lighting completely, or change it all round again to accommodate q1rad, as a last resort.
So, thanks JPL for help, and me for persisting!
Ricky
#6631 posted by aguirRe on 2007/11/07 01:14:25
Thanks for the kind words, I'm glad my tools work for you. As for coloured lighting, I'm not very fond of it and it would significantly make the tool more complex and slower, so I have no current plans for it.
As for compiling your maps, try to build sickbase with hmap2 or most other compilers and discover the true meaning of "corrupt bsp" ...
Just To Note...
#6632 posted by grahf on 2007/11/07 08:10:14
regarding colored lights:
In my limited experiments, Darkplaces handled .lit files just fine (contrary to what JPL suggested). Maybe you figured this out already.
Also, I find that colored lighting looks best when it accurately reflects the color of the light that is casting it. What I do is, open the light texture in a graphic editor, and use the color picker tool to select a good value from the center of the light. Then, paste that RGB value into the light entity.
Hope this helps.
Grahf / RickyT23
#6633 posted by JPL on 2007/11/07 08:27:48
Grahf: About DarkPlace story, I tested this "feature" of bsp29 format + .lit in maybe a very old version... and so I uninstalled it... Well, maybe with a newer version it would rock again.. Or maybe I did a mistake at this time... Anyway, thanks for the clarification ;)
RickyT23: I'm glad I helped you at the end: you finally refined your process.. I'll look forward for your "colored" map :P
And as Grahf suggested, let DarkPlace have a new try to see if the problem is solved..
Colored Lights
#6634 posted by RickyT33 on 2007/11/07 12:38:20
Fuhquake - Would have worked but wouldnt load the map cause I was using info_notnull 'use' 'OgreGrenadeExplode', with no Ogres in the level yet
Fitzquake - Worked fine.
Darkplaces - Worked fine.
Qrack - Worked fine.
Telejano - Worked too!
Tenebrae - No colours (shitty framerate too!)
Tyrquake - Untested
The map has no gameplay yet (although I have planned a lot of stuff for it, just not yet implemented it!), and I would say that the world is about 1/2 to 2/3 built, so we'll have to see how it pans out when the file is bigger!
AguirRe - I did try the hmap2 suite whilst trying to get the map to work with the coloured lights and you're exactly right - very bad process, bsp was leaking, no vis, lights looked horrible, but I had to try it just as part of the course of tinkering and tweaking.
I notice that your existing light tool has a Tyrlite mode (I tried to run it with -tyrlite95 -lit) which obviously didnt work cause lit files arent supported. You could always make a tool seperately from your existing one, so folks could use either?
I can tell from you engine that you are of the school of thought to 'preserve and not pervert' the Quake experience, so coloured lighting might be and enhancement 'one step too far'.
I mean I dont want to sound like I'm nagging or anything, more just speculating, and I'm not going to keep banging on about it, I just thought it'd be cool!!! :P
Makes me think tho, if Im using a red texture on some of my lights, with a red light, and Quake 'purists' load the level with white light, I wander if they'll mention the red texture as 'looking a little out of place'.
JPL - You ever get people complaining about coloured light usage?
RickyT23
#6635 posted by JPL on 2007/11/07 13:31:27
You ever get people complaining about coloured light usage?
Unfortunately yes... but only if the color are too "strong", e.g: full red, or full green, etc.. That's why I recommended to rather use "smooth" color values, in order to not "destroy" the texture visual...
Well, afterall it is just a matter of taste...
Keep it up !
RickyT23
#6636 posted by rudl on 2007/11/07 14:58:49
PLay invein!
One of the best maps that used cloured lights!
In my opinion Coloured light goes very well with white textures.
And in general subtle coloured lights are better.
PLay Invein!...
#6637 posted by RickyT33 on 2007/11/07 16:11:49
too much trouble than its worth!
In order to play invein with coloured lights, I would have to use Darkplaces.exe OR dpnehahra.exe (which I cant find ANYWHERE), when I run Darkplaces with -nehahra or -game nehahra and then load 'map invein' it crashes with the message
more colours than expected 65472 should be 256
So im sure its great, I've seen the shot with the blood-red fog, but I'll be buggered if I can get it to work!!!
Just
#6638 posted by negke on 2007/11/07 16:18:04
use aguirRe's nehquake engine.
Nope
#6639 posted by RickyT33 on 2007/11/07 16:37:10
that dont work neither!
gives error cant load models/explode.spr version 2 should be 1 or 32
or something like that.
Besides, that engine doesn't have .lit support does it? Kinda defeats the object of looking at the coloured lights!
The One, The Only
#6640 posted by Spirit on 2007/11/07 16:45:44
RPGSP1 made very good use of colored lights.
Ricky
#6641 posted by aguirRe on 2007/11/07 16:48:47
My NehQuake should definitely wotk with Invein or any other Neh material, it's tailor-made for that.
AFAIK there's no subdirectory in Nehahra that's called models (following your error message), so I'd guess something is wrong with your Neh installation.
But you're right, NehQuake doesn't support static coloured lights, only dynamic ones and coloured fog (which is also used in Invein).
Also, DPNehahra is supplied inside the main Nehahra installation along with the other original exes.
Joequake
#6642 posted by rudl on 2007/11/07 16:58:39
is the solution
Hmmm
#6643 posted by RickyT33 on 2007/11/07 17:17:12
Sorry, the error message i gave isnt exactly what it said, I'm not in a position to re-try at the mo ;), I'll tell you what it said l8R.
Your nehquakebjp.zip only contains an exe called glquake (with nehahra icon), other files obviously but only the one exe! Weird really, I was expecting a nehquake.exe or something.
My nehahra.zip only contains nehahra.exe, I downloaded it within the last couple of months!
I have tried the level successfully with the original nehahra.exe, like it but the white lights look OK, very dark in places, like the funky monsters tho!
(rushed message, boss got back, sat with him in office! :-( )
Hm
#6644 posted by inertia on 2007/11/07 21:09:01
use aguirRe's nehquake engine.
isn't this windows-only?
/me Inserts The Sheep In Inertia's Rectum To Stop The Bleeding
#6645 posted by Spirit on 2007/11/07 21:48:27
Inertia
#6646 posted by grahf on 2007/11/07 23:26:37
Darkplaces is fully cross-platform, and has similar engine limits to aguirequake.
#6647 posted by rudl on 2007/11/08 09:40:37
Joequake should also be able to handle Nehahra
and there is a Linux version avalible too.
I Wouldn't Recommend That
#6648 posted by aguirRe on 2007/11/08 10:28:05
JoeQ is otherwise a pretty nice engine, but it can't handle Nehahra properly:
- You can't play the whole game in one session (not even half), same for SON movie.
- You can't complete the boss map nehahra without massive packet overflows followed by an abort to the console.
- The entire upper area of neh3m3 is just one big packet overflow.
- The Neh cheat codes don't work, you'll have to use std id ones. This also means that you can't use these codes across a JoeQ client and another Neh server.
- The skybox in Invein is invalidly rotated, which is very obvious with the sun and lighting direction (this isn't JoeQ's fault though).
Possibly more that I forgot ...
AguirRe's Tool And Coloured Lights
#6649 posted by Plant on 2007/11/08 10:29:53
Its just a shame that you light tool doesnt support coloured lighting. Have you ever considered creating a version of light that does? Im sure it would be the best light tool ever made for Quake!
There would be nothing stopping you would there, from running another lighting prog, say, tyrlite, to do the coloured light pass - generate the .lit, then run aguirRe's to use any of the other funky stuff you want. Just means running that part of the compile twice, but it's relatively quick isn't it.
OK
#6650 posted by RickyT33 on 2007/11/08 10:32:00
The coast is clear;
The error message I get when running Glquake.exe (extracted along with all of the other files in nehquakebjp.zip) along with ivein.bsp is (fanfare...)
Mod_LoadSpriteModel: sprites/explode1.spr32 has wrong version number (2 should be 1 or 32)
Doesnt matter wether I load it using glquake.exe -heapsixe 56000 -nehahra +map invein
or run the .exe and load the map from the console.
Joequake Gives The Same Message
#6651 posted by RickyT33 on 2007/11/08 10:36:56
But Nehahra.exe works fine!
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