Lighting
#7815 posted by Mike Woodham on 2008/10/11 21:30:42
I am lighting a static model with a 'light' entity using 'mangle'. It lights the background but not the model.
If I then use 'light' without 'mangle' (default light value in both cases) the model it lit perfectly, albeit that so is a lot of the surrounding area, which I do not want (atmosphere, don't you know!).
So, I suppose my question is: could it be something to do with the (mangled) light's cone not covering the whole of the model's bounding box? Or is some other "undocumented feature" at work here?
Yes
#7816 posted by negke on 2008/10/11 21:36:56
The surface below the model has to be lit properly. Maybe you can achive roughly the same effect as mangled lights by using multiple weaker lights with higher wait values.
Thanks Negke
#7817 posted by Mike Woodham on 2008/10/11 22:07:58
A mixture of two lights, one 'mangled' and the other, a plain light, lighting the floor below, looks just about right.
Only another 1000 or so lights to go...
Custents Mod - Func_rotating_door
#7818 posted by Killa on 2008/10/15 07:59:15
hey, iv made a door using the "func_rotating_door" solid class entitie and it just makes the brush disappear its no long there ingame... what am i doing wrong? could someone help me and tell me how im supposed to use it? thanks
#7819 posted by necros on 2008/10/15 08:07:41
only some compilers can properly compile a map with a rotating brush. try aguire's compile tools.
#7820 posted by Killa on 2008/10/15 08:11:43
Frikac's cant?
#7821 posted by Killa on 2008/10/15 08:11:59
nvm thats qc sorry -.-
#7822 posted by Killa on 2008/10/15 08:25:19
No, his aquires compile tools did not help... maybe im making the door wrong?
all i did was make a door shaped brush and tied it to func_rotating_door
Hip Rotating
#7823 posted by spy on 2008/10/15 09:35:02
func_rotate_door = info_rotate + rotate_object
#7824 posted by Killa on 2008/10/15 09:45:45
so when i make the func_rotating_door i should use it like a origin brush?
Sumthin' Like This
#7825 posted by spy on 2008/10/15 21:28:28
CZG's Instructions For Making A HIPNOTIC Rotating Entity
#7826 posted by negke on 2008/10/15 22:26:50
#7827 posted by Killa on 2008/10/15 22:38:59
WoW all of that just for a rotating door?
Yeah
#7828 posted by Kinn on 2008/10/15 23:56:49
in the quake 1 engine, rotating brushes are basically just a colossal hack.
Sound Channel Selection
#7829 posted by JPL on 2008/10/16 14:43:46
How can I set a channel for a sound I want to play in a map that is Quoth2-based. I read Kell's tutorial, but nothing is explained about channel setting...
I Checked
#7830 posted by necros on 2008/10/16 19:33:12
and you're right. the omission in question is:
A sound channel on which to play the sound can be set, with values from 0 -> 7. Default is 0.
the key you use for that is 'impulse'.
Append
#7831 posted by necros on 2008/10/16 19:34:09
it should be noted that quake uses channel 0 to mean 'any available channel'. it won't override a sound playing on a channel, so if you want a sound to be stoppable, you need to specify a channel > 0.
Armor & Health
#7832 posted by madfox on 2008/10/16 20:14:19
I wondered what the skill of player in Quake1 relates in case of health and armor.
When my health state lowers to 15 points I am close to death, but what role does armor play in this?
Does my health count lower slowly when my armor is heigh?
When my armor rate lowers to 15 it turns red, does my health count drop faster?
I can't find any reliable match in these two.
Necros
#7833 posted by JPL on 2008/10/16 20:24:07
Thanks a lot for the explanations ;)
Armour
#7834 posted by Preach on 2008/10/16 20:26:34
Armour takes a certain % of any hit and deducts those points from the armour first. The % depends on the colour of the armour, green takes 30% of a hit, yellow takes 60% and red takes 80% off the hit. If the amount of damage taken exceeds the amount of armour you have left, the excess points are deducted from health.
This does not change if your armour or health are low, the colour is only there as an indication that you're about to run out of one or the other.
MadFox
#7835 posted by JPL on 2008/10/16 20:29:39
I suggest that you test it on a test map. as example a box with a soldier + an armor. Let the soldier almost kill you (i.e health lower than 15) and then pick the armor, and check whether health is dropping down in the same way...
Otherwize you would have to explore original progs.dat decompiled qc stuff...
Maybe you could check there whether you can find something of interest: http://www.gamers.org/dEngine/quake/#QDP
#7836 posted by negke on 2008/10/16 20:49:01
I once read that in Doom it's not a bad idea to completely deplete a blue armor first and only then pick up, say, a green one, because its damage deflection surpasses the one of the lower armor regardless of the total amount of armor points the player gets. Does the Quake armors work the same way then?
#7837 posted by Spirit on 2008/10/16 20:50:16
yes
Clear
#7838 posted by madfox on 2008/10/16 21:11:38
That's a clear explanation. I 'm so involved in playing I never had time to watch what exactly happens reffering armor and health.
Mostly I only keep my health score in view, while combat takes that much concentration.
JPL- I already did, but it took quiet some time before the soldier had my armor count down. It already killed all my health before that time, so I was figuring what would be the relation between them two.
Green Armor
#7839 posted by Lunaran on 2008/10/16 21:43:47
only protects for 30%, so you're still losing two points of health for every point of armor. (Meaning, with a green armor you can die with 50% armor.) Yellow is 1:1, but you get 150 so you can still die with 50 armor, and then red is 2:1. Only with red armor do you get complete parity.
|