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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Lighting Question 
#1 I use WC 1.6 it supports a color picker. The format is Quake2 0-1,0-1,0-1 for RGB. What is considered the standard 0-1 or 0-255 for RGB.

#2 What modern tools support the 0-1 format? (not Hmap2).

#3 Must obey the use of _color so as not to screw with Quoth's light entities. 
Jpl 
i'm thinking this: func_wall with model key set to the monster and appropriate frame (like you set up for a monster corpse).

then a trigger that kills the func_wall model and spawns in the correct monster.

maybe some debris spawners for effect and a func_togglewall on top of the func_wall to make it 'solid'. 
Necros 
OK, thanks, I'll try it.

I thought it was something available with Quoth. It may be good idea to add such feature BTW ;) 
What Do Dale Earnhardt And Pink Floyd Have In Common? 
You will probably run into a problem with the func_wall, "SOLID_BSP with a non BSP model". You can use mapobject_custom to similar effect, although you'll have the non-solid problem. 
Oh Sorry 
yeah, my bad. for my original post, i should have said func_illusionary instead, since func_wall doesn't work, but i totally forgot you added in the custom mapobj entity, preach. :) 
But 
both fly a plane 
 
Dale Earnhardt : "I'd hit it like a wall!" 
Necros 
No problem ;) I'll test the method ASAP :D 
Close... 
The real punchline is For both, their final hit was "The Wall" 
LOL 
#8322 posted by Willem [24.199.192.130] on 2009/02/22 19:22:40
Dale Earnhardt : "I'd hit it like a wall!"


As for Dale Jr. I have seen him walk out of a bar with pair of fugly skanks on his arms. He'll hit on anything. 
No Log Exists 
When I run WC 3.33, it says the following for everything in the textures directory:

Error creating HLWAD: c:\program files\worldcraft\textures\id_base.hlwad ... details ...No log exists.

This is not such a big deal since I already have the Quake/Hipnotic/Raven etc textures converted and working. But if I want to convert new textures, it won't work.

Any ideas? 
Hmm 
Try using a program that can convert wc 1.6 wads to wc 3.3 wad files, wadconv.exe is a good one, but I dont know any links sadly. I think texmex can do this too, but I dont have a link for that either, sorry! :( 
Links 
http://www.doomworld.com/xwe/
http://www.quaketerminus.com/tools.htm

texmex is harder to find, but I'm sure it is there. 
TexMex 
Hexen Ii Styled Text Dialogue Boxes 
Hay guys,

I'm trying to do something pretty simple here for a series of Quake SP maps... and don't know the right way about going about this. If anyone remembers the dialogue boxes when you looked at a stele or obelisk etc. in Hexen II, it would bring up essentially a box with text describing it etc. and I'm trying to get the same thing in Quake without extensive coding and/or shooting pains in or around the anus. Normal triggers don't seem to work right w/ this due to the text remaining on the screen only for a set client-side amount of time :/

Any thoughts on getting multiple lines of text or a paragraph to stay on the screen longer, then resume gameplay? 
I Think You'll Have To Code It In 
Inside3d.com is the place to go, although there are some coders which are geniouses who may yet reply here...... 
This Is Func_read Or Somethin' Related 
you should ask tronyn about it (it was done in soe iirc) 
 
centerprint (entity e, string s);

is the function you want. it prints the string to the entity specified. the amount of time the center print stays on screen is controlled by an engine variable (scr_centertime, i think) which you can change in the console.

so you would need to circumvent that because you can't assume scr_centertime will be a constant.

what you can do is simply keep calling the function over and over at regular intervals (let's say ever 0.1 seconds) while you are looking at whatever needs a dialog box.
then, when the player looks away, stop and send a centerprint with "" to clear the screen immediatly. 
KamiKaze 
There should be a batfile called 'convtex' or something either in your WC3.3 textures folder or its root folder.

It worth noting that it converts all the texture wads, but if it fails on one for any reason then it stops converting - remove that one wad and the rest will convert ok.

If you've upgraded to Hammer then as far as I remember there's some other fuckup that stops you loading new textures in. 
Necros 
Thanks, this is probably the route i'm going to take due to ease of use and: tbh after looking at H2 source, the method there is a bit too out of wack for what I need..

After playing NSOE, I see that's pretty much the way I'd like it to work, so if the end result is the same / similar then all will be well.

I'll fidget w/ it. 
Color Light 
What do people use to achieve this? I've been googling and can't really find anything that tells you how to do it.

I read the .txt file for fitzquake and it said it supports colored lighting with .lit files. But google turned up nothing for .lit files. 
KamiKaze 
.lit file is generated during map lightning process. Depending on your light tool, it is supported, or not. Generally you just have to add a -colored and/or a -lit option to your command line.
You also need to add a _color field per light entity. _colored are using r g b fields in [0:1] range (i.e equivalent to 0 to 255). 
Colored Light 
Tyrlight supports colored light, exactly in the method JPL described. The readme should give more info.

http://www.disenchant.net/utils.html 
Question 
guys, what's the best/average _sunlight, _sunlight2/3 value? l tried with 220/100 value but its look like minlight has been used. or there is no best value :) 
Interesting Query 
What angle have you set for each of your "suns"?

should be "0-360" "0 to -90" "0"(the last number is there just as a marker)

If you dont set a good angle I'm not sure what the behaviour is, but regardless of the brightness you should have your suns all at different angles to see the effect well. I cant remember what the key is exactly - "_sunlight_mangle"? It should say in the docs on AguirRe's website:

http://user.tninet.se/~xir870k/readmevis.txt 
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