Nice Site!
#1 posted by generic on 2015/07/15 13:51:22
I like being able to preview the different light settings with just a click of a button :)
#2 posted by Spirit on 2015/07/15 19:25:07
worst quake site ever, what is this, 2115?
Under Construction.gif
#3 posted by mfx on 2015/07/15 20:07:18
give him some time, you..
Nice site eric, i actually learned some new things i wouldnt have with playing around with it.
#4 posted by JneeraZ on 2015/07/15 20:11:15
I like it. Modern day Quake lighting is insane. It would be totally possible to make a great looking monochromatic level these days. Fuck textures. :)
#5 posted by jakub on 2015/07/15 21:12:38
nice page ericw. those comparison pictures are really informative. i'm not a mapper, but i'm seriously considering relighting some of the levels in my collection just to see how it would look like.
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warrenm is right monochromatic levels would be great. i've just recently finished naissancee and i was impressed. i would love to see something like that in quake. imagine it... black/white level and the only color would be red bloodstains.
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jakub
#6 posted by JneeraZ on 2015/07/15 21:14:16
I should redo White Room ... heh.
This All Looks Very Pretty.
#7 posted by Breezeep_ on 2015/07/16 04:49:59
I would like to make a map with all this, but at the same time, I'm too lazy to even make one properly.
Fgd File For Ericw Tools
#8 posted by DaZ on 2015/07/21 20:57:21
(Consider this a beta as only I have tested it, but it seems 100% bug free!)
I have created a .fgd file with all the new parameters for Ericw's compiler suite built in and some nice quality of life upgrades (rgb color pickers etc) for you all.
https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
Let me know if you do find any bugs or confusing titles etc. USE THE HELP BUTTON AS ALL THE DETAILED EXPLANATIONS OF EVERY NEW COMMAND ARE IN THERE <3 <3 <3
#9 posted by JneeraZ on 2015/07/22 12:14:49
New Jackhammer, new compile tools, new FDG ... truly, this will be the jam of kings!
Thanks DaZ!
#10 posted by JneeraZ on 2015/07/22 12:16:26
One quick thing in this new FGD ... monsters don't have directional arrows on them anymore.
Also, lights used to be colored sprites in Jackhammer. Now they're boxes.
Eh
#11 posted by DaZ on 2015/07/22 14:44:52
The monsters thing is really weird, I didn't touch any of that part at all!
As for the lights being boxes, I am sure there is a bit of code to tell the editor what sprite to use for entities but I don't know what it is :|
I will investigate!
Oh
#12 posted by DaZ on 2015/07/22 14:48:00
by directional arrows you mean in the 3d view? I thought you meant the direction spinner in the entity properties :P
Ok, I'll see where this stuff is so I can add it.
BETA 2 :)
#13 posted by DaZ on 2015/07/22 15:19:28
* added editor models for all items that have a model
* added direction arrows to everything has a direction (direction arrows do not show when a 3d model is rendered in place of a solid box)
* Lights now have proper sprites and/or 3d models.
* entities now appear in the correct position when clicked into the 3d view (mostly)
https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
Nice
#14 posted by mfx on 2015/07/22 15:30:16
and thx! I think func_detail doesnt need the shadowself and shadow keys.
Hmm
#15 posted by DaZ on 2015/07/22 15:48:24
I'm not sure how to remove just those two entries from a single func_* entity def. The new solid entity parameters are all inside the base solid entity class.
There More
#16 posted by mfx on 2015/07/22 15:56:28
the minlight also doesnt work on them. The whole ModelLight thing can be left out.
#17 posted by JneeraZ on 2015/07/22 15:59:55
Haha, awesome! I think this marks the first time that I've EVER had actual models show up in Jackhammer.
This is now the greatest FGD of all time. OF ALL TIME!
BETA 3 :)
#18 posted by DaZ on 2015/07/22 16:53:21
* Additional options removed from func_detail as they don't work
* Re-added func_illusionary as somehow I deleted it :P
https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
Ok, I think it's there! Let me know if you find anything else.
#19 posted by - on 2015/07/22 19:18:40
]@PointClass = info_notnull : "info_notnull (spotlight target)"
This line is incorrect, the correct usage for info_notnull is for "teh hax".
BETA 4 :D
#20 posted by DaZ on 2015/07/22 21:56:09
* Spotlight angle renamed to Spotlight direction
* Spotlight angle (sets spotlight cone in degrees)
https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
Sorry I had no idea I sucked so bad at this :P Hopefully this will be final version!
#21 posted by JneeraZ on 2015/07/22 22:38:58
Nah, you're a hero for making this thing. It'll make Jackhammer a lot more fun to use during this jam. You've got my vote, congressmen.
#22 posted by Breezeep_ on 2015/07/23 23:58:41
Does the -lightmapscale command only work in the dev builds?
Yeah
#23 posted by ericw on 2015/07/24 00:12:14
that got cut, I guess. See the comment about lit2 in the top post.
BETA 5 :)
#24 posted by DaZ on 2015/07/25 03:11:21
* Removed setting a default for Deviance as it actually forces the light to use deviance!
https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
This can bring your light compile to a slow crawl so be sure to update if you are using this fgd!
Texture Surface Lighting Is A Pain In The Ass To Work With.
#25 posted by Breezeep_ on 2015/07/25 04:29:42
Any advice on how to prevent it from creating too much light and containing it at a small fade scale?
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