|
Yeah
#6669 posted by RickyT33 on 2007/11/08 13:33:05
Well, Ill re-download Nehahra, and see if I do have an old version (although I downloaded it within the last 2 or 3 months).
As for the colored thig - I'll try it again tonight without colored, but according to JPL thats what he uses, and I was able to light the map without -colored but it wouldnt let me use -extra.
Maybe I am going mad!!
RickyT23
#6670 posted by JPL on 2007/11/08 13:42:50
ACtually I use -extra -lit -colored in the Tyrlite command line... and it works perfectly !
Yeah, Thats What Im Saying!!!
#6671 posted by RickyT33 on 2007/11/08 13:51:20
I dont know if you read the Tyrlite.txt file, but it says that -colored defaults to bsp 30, so if that were true, the -lit wouldnt work. Which is why I didnt use -colored in the first place. AguirRe has read the readme (Tyrlite.txt) as well, and drew the same conclusion (naturally). However, after your and mine discussion the other day (JPL), I realised that if you DONT type colored, you get weird psychadellic effects like on post #6626, and if I used -extra, Tyrlite crashed! So as you and I both know, you need to use -colored even if you're doing bsp29 format with a -lit file, which directly contradicts the documentation supplied with Tyrlite.
So yes AguirRe, I know why you say NOT to use -colored, but actually it doesnt seem to work with .lit if you DONT use it!!!
In short - JPL I use the same commands, and it does work!!! :)
It Works, I'm Sure, Well, I Think I Am :)
#6672 posted by Plant on 2007/11/08 13:57:04
I just checked it to make sure I wasn't going mad, I've done it before, I made a little test (box) map, compiled it, using tyrlite to make the .lit file, then ran the whole compile process again using your qbsp, vis and light, and the resulting map runs with coloured lighting in tact.
Try Putting A Func_wall In It, And See What Happens...
#6673 posted by RickyT33 on 2007/11/08 14:01:14
Plant - I honestly hope you're right, and I'm gonna experiment a bit tonight!! But try a func_wall! (I have a feeling that it will look a bit 'disco').
Rudl/AguirRe - Kick me!
I was using an old version of Nehahra afterall!!!
Now it works fine :P
(what a tool)
Too much mapping has driven me mad, like czg ;)
Oh
#6674 posted by Plant on 2007/11/08 14:03:21
and I use the -lit switch
Mad I Tell You, Mad As A Hatter ...
#6675 posted by RickyT33 on 2007/11/08 14:06:43
*_*
Func_wall
#6676 posted by Plant on 2007/11/08 14:40:29
yeah, there could be some funkyness there, but you may be able to get around that?
Sleep time
Plus
#6677 posted by Plant on 2007/11/08 14:43:07
aguirRe is the one to listen to, he would know as well, probably better than anyone what the story is, just consider my ramblings as just that :)
Where's Tyrann When You Need Him!?!?
#6678 posted by RickyT33 on 2007/11/08 14:51:11
Look Here:
#6679 posted by JPL on 2007/11/08 16:36:00
I Just Tried
#6680 posted by aguirRe on 2007/11/08 19:32:44
to re-light Invein (i.e. keep the lit and then use my Light) and then load it in JoeQuake (refused to load lit - invalid size) and Fitz (psychedelic lightmaps).
So I'm pretty sure it doesn't work.
Yes, It's Prolly Problimatic To Say The Least . . .
#6681 posted by Plant on 2007/11/09 04:13:15
It's been a long time, I did mess around with it once before, thinking about it know, there must have been problems, but it's a long time ago. It does work for me in a little box test map, as far as the colored lighting goes, all looks as it should and everything is in place, until . . . you place things like func_wall's _door's etc, then the func_eee stuff starts to happen, disco, psychedelic lightmaps as mentioned above etc etc.
Oh well, looks like it's just one or the other, sorry RickyT23, wild goose chase.
So I'm pretty sure it doesn't work.
That's good enough for me
Yes
#6682 posted by RickyT33 on 2007/11/09 10:03:42
I also discovered the 'truth' last night!
See More Here:
#6683 posted by aguirRe on 2007/11/09 10:07:59
Well, Its OK
#6684 posted by anonymous user on 2007/11/09 10:19:11
Until I smash engine limits and only AguirRe's engine will run my map, I'll just stick to Tyrlite!!
Progs.dat - Shambler Lightning
#6685 posted by anonymous user on 2007/11/09 10:25:40
I have figured out how to make lightning gun lightning which I can put in my level and then trigger to fire (almost) forever, as part of some sort of generator-type-machine, but isnt shambler lightning prettier?
Have been reading through Teaching Old Progs.dat New Tricks!
How would I change Lightning gun lightning for Shambler lightning?
http://celephais.net/board/view_thread.php?id=37116&start=11&end=11
What would I have to change in my info_notnulls?
Oops - Forgot To Login!^^
#6686 posted by RickyT33 on 2007/11/09 10:26:45
#6687 posted by Preach on 2007/11/09 10:54:31
You'd use
http://celephais.net/board/view_thread.php?id=37116&start=14&end=14
instead.
The particular function you'd want is CastLightning. Rather than setting "enemy" "1", which would make the lightning shoot at the player, make another info_notnull. Find out the edict number of this info_notnull, say 23, using the 'edicts' command in the console. Then set "enemy" "23" on the lighting shooter.
Be warned, this kind of hack can be hard to pull off when you have skill levels, because if monsters etc. get removed, the entity number of the lightning target can change. One way to avoid this is to ensure that the lightning target is added before any monsters, so nothing can be removed earlier than this entity. The other way to do it is to have three copies of the setup in your editor, one that only appears in easy skill, one for medium and one for hard. Then work out the correct entity number for each skill level.
What If
#6688 posted by RickyT33 on 2007/11/09 11:03:53
I edit the .map file using wordpad or notepad and move the entity to the start? Or swap it with the first one? Would that work?
Thnx BTW :)
Hmm
#6689 posted by Preach on 2007/11/09 11:29:54
The first way would certainly work, except that you'd have to do this each time, which would be a pain. It's better to make sure that the entities are in order in your editor, which in worldcraft means adding them first - no idea about other editors. I think the latter way of doing it(one version for each skill) is gonna be easier in the long run...
Well
#6690 posted by RickyT33 on 2007/11/09 11:48:21
As it happens, I havent put any enemies in the map yet! I think what I'll do is use Weapon Lightning for the mo as a marker type thing, and then right at the end (after all testing and stuff) change it for shambler lightning. Anyhoo, its good to know I've got options here!
Thnx again!!!
The Time Is Now
#6691 posted by Preach on 2007/11/09 13:44:29
If there's nothing in the map that's gonna get removed by spawnflags yet - that's the perfect time to sort this out! You won't have many entities to look for in your list of edicts, and you won't have to worry about anything getting removed. Just don't delete any entities currently in the map and all should(fingers crossed) continue working in the future. So I'd recommend change it now, get it working, then continue adding monsters etc.
Well
#6692 posted by RickyT33 on 2007/11/09 14:01:48
I hope so. I mean I'll try it. I dont know much about the transition between an .rmf file and a .map file. If the edicts are assigned roughly in order with the chronology of how entites are placed in an .rmf, then I would see how it would work!
Well
#6693 posted by RickyT33 on 2007/11/11 14:17:38
I believe that what Im gonna do is make the level to a point where I need some testers, cause that way after I have sorted out the gamepley, I can fix up the lightning using Notepad!!! - Then do it all again for the final version :|
Yes, I believe I have popped my .map-in-Notepad cherry. I see now why its called 'Hacking'
Worldcraft 3.3
Nice GUI and texture alignment stuff, but if you export a .map from an .rmf, then re-load it after a bit of tampering in notepad (or even without any tampering I guess) you lose all of the extra texture alignment info!!
I got the lightning sussed. I moved the targetted info_notnulls to where the first few entities start after all of the world stuff, then use AguirRes engine to look at the edicts, get the number, then change the 'enemy' key appropriately.
I have also discovered how you can clean up a .map file by removing any extra shit you dont need!!!
Worldcraft and notepad dont work in unison very well tho! Worldcraft takes stuff out and adds stuff in like extra keys on import!! So backups have been essential!! - I have to resume building on an un-hacked version. The experiment worked, but I will have to re-do it all again anyway cause I can't resume working on the hacked version :(
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|