Hmm
#8327 posted by DaZ on 2009/02/28 12:33:30
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
#8328 posted by madfox on 2009/02/28 21:08:16
TexMex
#8329 posted by JPL on 2009/02/28 21:17:48
Hexen Ii Styled Text Dialogue Boxes
#8330 posted by enki on 2009/03/01 18:47:52
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
#8331 posted by RickyT33 on 2009/03/01 19:00:36
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
#8332 posted by spy on 2009/03/01 19:19:16
you should ask tronyn about it (it was done in soe iirc)
#8333 posted by necros on 2009/03/01 19:58:06
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
#8334 posted by ijed on 2009/03/02 13:05:01
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
#8335 posted by enki on 2009/03/04 18:25:21
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
#8336 posted by KamiKaze on 2009/03/05 04:28:21
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
#8337 posted by JPL on 2009/03/05 08:54:00
.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
#8338 posted by grahf on 2009/03/05 09:06:13
Tyrlight supports colored light, exactly in the method JPL described. The readme should give more info.
http://www.disenchant.net/utils.html
Question
#8339 posted by spy on 2009/03/06 07:26:25
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
#8340 posted by RickyT33 on 2009/03/06 11:14:58
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
As For The Brightness Of The Suns
#8341 posted by RickyT33 on 2009/03/06 11:27:00
100 - 220 should look fine. The sunlight has no falloff so any value over about 15 should be obvious..... But if the angle is -90 then it may look like minlight in outside areas because it will be pointing 90 degrees downwards
Something Like
#8342 posted by spy on 2009/03/06 11:40:21
_sun_mangle 230 -45 0
_sunlight 250
_sunlight3 140
OK, Quoted From Mthe Readme:
#8343 posted by RickyT33 on 2009/03/06 11:49:20
The 2nd sunlight is enabled via command line option "-sunlight2 #" or via "_sunlight2" key in
worldspawn. This 2nd sun is actually many suns automatically positioned in an arrangement with
different yaw/pitch to eliminate bad shadows. When option "-extra" or "-extra4" is enabled, more
suns are used.
This 2nd sunlight value can be used to soften the shadows in outdoor areas from the normal
sunlight without using minlight, which in turn then may be reserved for indoor areas. A value of
60 is a good starting point for the 2nd sunlight if the normal sunlight is 250.
You can also add the "-shadowsense #" option which sets the angle (shadow) sensitivity for 2nd
sunlight (default 0.0). This can reduce the sometimes uniform look of sunlight. Recommended value
is 0.4 together with an increased 2nd sunlight level of about 10. For convenience, you can also
use option "-sunlight3 #" or "_sunlight3" key which just enables 2nd sunlight and at the same time
sets shadow sensitivity to 0.4.
Interesting it doesnt say how to set the angle of the second sun, but I would try reducing your "_sunlight3" (or 2) value to something much lower like 40 or 50.....
Maybe. Or email AguirRe :) he's very helpful
#8344 posted by RickyT33 on 2009/03/06 11:49:40
shit sorry about the bad formatting...
Afaik
#8345 posted by spy on 2009/03/06 12:29:46
there is no (m)angle for sunlite2/3
but anyway thank you for the hell[p]
Is It Possible
#8346 posted by DaZ on 2009/03/07 18:28:57
To give a different colour to each sunlight?
AFAIK
#8347 posted by ijed on 2009/03/07 18:34:31
AguirR�s tools don�t support colour.
UVW Twisting
#8348 posted by ijed on 2009/03/10 23:57:44
What causes this?
I have the thing fine in Qme and can reopen where still it looks correct, but in game it looks like the texture is twisted round the object in a spiral.
Also
#8349 posted by ijed on 2009/03/10 23:59:04
Qme can�t open DXF files from the most recent version of 3dMax?
Well
#8350 posted by ijed on 2009/03/11 14:06:33
DXF is shittier than 3ds whose backwards compatibility format means it doesn't matter which version you export from.
Might try experimenting with uvw's there, but don't hold much hope - AFAIK the model will be reskinned automatically.
Twisting could be down to using different versions of Qme.
What I'm trying to do is unfold the model so its flat and correctly mapped, then have its first animation frame group as put back together, the second being the mapped version.
Half Life - Missing PAK
#8351 posted by drewsimpson85 on 2009/03/16 14:42:08
I think I've mentioned on here before that I'm thinking of doing some HL mapping. Wondering if anyone has any experience with mapping for steam (NON SOURCE) Half Life. Seems like theres no pak0.pak in the valve folder. Any ideas as to where it is, or what it has been replaced with? I'm frankly surprised at how backwards incompatible Valve has made their breakout product considering the user community was a main ingredient in its huge success.
|