@MaxED
Agree with Fifth. Sounds very useful and more control of any attribute is always welcome.
Better Than Having To Calculate From Wait
#896 posted by Qmaster on 2017/08/14 02:21:43
PS I like your star ceiling Redfield.
#897 posted by MaxED on 2017/08/23 14:35:20
Hi! I've added arghrad-style sun setup using light entity.
Allows to set most of sun properties using a light entity with "_sun" key set to 1.
If the light targets an info_null entity, direction towards that entity sets sun direction.
Light itself is disabled, so it can be placed anywhere in the map.
Following light properties override corresponding worldspawn properties:
light -> _sunlight;
mangle -> _sunlight_mangle;
deviance -> _sunlight_penumbra;
_color -> _sunlight_color;
_dirt -> _sunlight_dirt;
_anglescale -> _anglescale.
Here's a compiled version (x86 build, also supports "_falloff" property I've added earlier).
#897
Cool. I will try this on the stand-alone version of my SM179 map. I was very displeased with the sunlight and didn't have time to tweak it as it was a 24hr jam.
MaxEd Is there a default falloff for the _sun entity or is it 0? Will pointing this to an info_null effect the falloff?
#899 posted by MaxED on 2017/08/23 21:38:39
Is there a default falloff for the _sun entity?
The default falloff for the _sun entity is 0.
Will pointing this to an info_null effect the falloff?
No.
Thx Again
#900 posted by ericw on 2017/08/23 23:17:08
I merged in features, _sun and _falloff (only for delay 0/linear falloff for now)
#901 posted by MaxED on 2017/08/24 13:22:28
Will pointing this to an info_null effect the falloff?
Actually, that's a neat idea for spotlights, so I've added that:
Added "_spotlightautofalloff" worldspawn key. When set to 1, spotlight falloff is calculated from the distance to the targeted info_null. Ignored when "_falloff" is not 0.
Calculated falloff = [distance from light to target_null] + [cone radius at target_null].
@MaxED
Sorry for such a newb question but are there binaries for this version? or is it just added to the code at this point?
What Is The Point Of External Map Prefabs?
#903 posted by damage_inc on 2017/08/29 02:03:29
Not trying to be a smartass but... if you have a prefab map with brushes you want, why not just open that map and copy them into your current map?
I mean mapping like that seems clumsy and complicated. You won't get a visual in editor and more than likely it'll be trial and error going into the game back and forth to make sure your key settings are correct.
What's the advantage, what am I missing?
#904 posted by muk on 2017/08/29 02:52:56
You can make a change to the main prefab and it carries over into all external uses of it.
Copy+Paste means youd have to manually change each instance.
@damage_inc
I am guessing but I think ericw is trying a sneaky way to get prefabs added to Trenchbroom someday. SleepWalkR has resisted adding them to the editor for his own reasons and this is a work around that could be added to any editor in theory. I assume with very little work.
Again I am guessing... or day dreaming. I copy and paste just fine using TB2 but it would be nice to treat the prefab as a group without having to define it as a group. I dunno. Maybe I am just missing something here myself.
@me
duh... what muk said: that too!!
#907 posted by ericw on 2017/08/29 03:24:00
One of the advantages of it if you're stuck with vanilla .map format is, you can rotate the prefabs at weird angles that would normally require valve map format to keep texture alignment, and the texture alignment will not get messed up.
along the same lines, you can map something complex in the prefab file, keeping it on-grid, then rotate the instance off grid, then go back and make further edits to the on-grid prefab file.
Thanks Guys
#908 posted by damage_inc on 2017/08/29 03:30:25
I knew I just had to missing something. Seems it was alot of somethings!
@ericw : "_mirrorinside 1"
#909 posted by damage_inc on 2017/08/30 21:47:08
When you mentioned you added this did that means it's already in the binaries for use/download?
#910 posted by ericw on 2017/08/30 22:00:54
I didn't do a new release yet, but there are dev build binaries here that have it (click on x64 or x86, then go to the "artifacts" tab). Only gave it a quick testing but it seemed to work fine.
Oh Cool...
#911 posted by damage_inc on 2017/08/30 22:20:14
Muchas gracias :)
Ummm, Actually...
#912 posted by damage_inc on 2017/08/31 04:24:02
With DarkPlaces I have no z-fighting with "_mirrorinside 1" set, everything looks fine.
But with Quakespasm there is z-fighting, from both the outside looking in and on the inside.
Was I supposed to make sure the brush doesn't touch other brushes?
Hm..
#913 posted by ericw on 2017/08/31 04:34:16
I think you need to make all of the faces "skip" except for the water surface. Qbsp doesn't clip bmodel faces against the world, so that's the cause of the z-fighting.
(in the past you had to use "*waterskip" as the skip texture for water brushes, or you'd get "Mixed content" errors, but with my qbsp you can just use regular "skip")
*waterskip Not Necessary??
#914 posted by Qmaster on 2017/08/31 04:41:02
Is this the same for *lavaskip?
Yep
#915 posted by ericw on 2017/08/31 04:50:59
you can just use skip
Ah, Got It.
#916 posted by damage_inc on 2017/08/31 04:56:38
But another question, hehe... sorry :(
I think this is a side effect/limitation of the QCat play here, but items or brushwork inside the "water" don't have, hrmm how to say this... correct perspective? Does that make sense. They just look strange.
I've seen this before but can't remember what it was.
#917 posted by ericw on 2017/08/31 05:23:33
I think it's a limitation of the QC; if you run it in an engine that has the swirl effect underwater like winquake, you don't get that with func_water, you only get the screen tint. I dunno if func_water is messing with the fov cvar or something?
#918 posted by Spike on 2017/08/31 09:07:41
more of an engine limitation in that the vanilla engine doesn't bother to check submodels for pointcontents, both in the physics+qc builtin as well as clientside too.
(you also need a qbsp that doesn't claim water to be solid, along with generating inwards faces.)
one of the ladders mods has something like 3 different glitches relating to said mod's ladders (breaks at certain framerates, leaves players stuck in walls, etc.
so watch out for that.
#919 posted by PRITCHARD on 2017/09/04 14:46:31
Is there any risk in using the 0.15.9 light binary with the rest of the 0.15.10 release? I've posted screenshots on the mapping help thread and github showing my reasons why.
Having all the qbsp improvements from 0.15.10 would be nice, after all... especially the func_detail fixes.
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