|Posted by metlslime [188.8.131.52] on 2002/12/23 18:31:29|
|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: http://www.celephais.net/board/view_thread.php?id=60097
Yes And Also
your spotlights are too faint compared to all the other bright lights in the room which totally drown them out.
I clearly remember that I set mangle to -90. And despite the slipgate lights being at 170, they're very dim (no idea why). By far the brightest light-set is the one associated with the two conical lights in the corners, despite them being set to 120.
I'm starting to suspect shenanigans in how Trenchbroom handles things. But let's see how it works now...
I fix the values, save and compile and no changes. I wonder what will happen if I reload the .map file. Hmm. Everything's still set up right (mangle of -90, etc). I brightened the light value to 190 and set a wait of 0.5, so I don't understand how it wouldn't show up, not even in the very rear corners where no other light makes it. Maybe the angle/_softangle size?
Recompile: no dice. angle 120/_softangle 80 gives me absolutely nothing (using mfx's suggested range), so I'm stumped. Here's a link to the latest version. http://dropcanvas.com/khdtx/2
if you are seeing very dim red lights, but I am seeing very bright red lights, then that sounds like an issue with the way the light compiler treats _color values
I see you are using _color components in the 0-1 range - try using the 0-255 range see if that fixes it
I can see the spotlights:
This is quakespasm with "r_lightmap 1" set in the console, handy for seeing the lightmaps. No special compile flags used, just -extra to smooth it out a bit.
The "angle" "120" is making them have a pretty wide cone.
Also the fading lights on the slipgate seem really bright.
Edit: ahhh, I know what's going on, tyrutils didn't originally support colors in the 0-1 range, it's only my modded version that supports that. Try with this light.exe:
We Have A Winner!
Alright, that did it. And GOD that is hideously garish. Definitely toning that way waaay down. Out of curiosity, what light compiler were YOU using Kinn? That one might be better for me.
FTR: I arrived at the color values I was using though Trenchbroom's built in color editor, which is much faster to use than manually inputting the values until it kinda looks right in the tiny preview pane.
Excellent, I Need To Start Refreshing Before I Send A Post...
I'm using the latest version of ericw's modification of tyrutils - i.e. the one he posted. It's the bee's knees.
Free Textures From Pixar
Problem With Adding Ice And Ladders To A Map With Trenchbroom
Hi, I've recently started to learn to use the map making tool Trenchbroom to create some quake 2 jumpmode maps. I don't seem to be able to find a way to add ladders and ice to a map. Does anyone have any idea how I could do it or if not who might know?
you may not be able to, as those require surface attributes which Trenchbroom does not support.
you could temporarily jump in with another editor, but the attributes may get clobbered when saving.
A random brief defense of DarkPlaces:
The real time lights exist in a separate "layer" from the lightmaps (though they can coexist). IIRC DP will see a torch entity and add color to its light value in real time mode. If a lit file isn't loading, this could be why a map has colored lighting with real time lights, and colorless lighting with static lights.
Where Am I?
Stupid question probably, but how do I know the position of my brushes relative to the world, when I'm in an editor (using TrenchBroom 2 at the moment)? I recall someone on this thread once made a map that had all sorts of issues because it was off-centre, and I have no idea how you ascertain that...
Should I be asking this in the TrenchBroom thread instead?
Tyrutils On Linux
Would someone be so kind as to tell me how to compile Tyrutils on Linux? I've downloaded the source code, but I don't know where to go from here.
Found the answer here http://quakewiki.org/wiki/QBSP
Sorry for wasting everyone's time!
I Meant The Answer To #14936
Still looking for the answer to #14935...
Generally editors will give you the option for a grid overlay marked off in world coordinates. I haven't used TB yet so I don't know how that sort of thing might fit into its 3D-view-centric philosophy.
At least one of the pictures on the TB website seems to be showing world coordinates for a vertex: http://kristianduske.com/trenchbroom/images/vertex_editing.jpg
I ended up scrapping that last one and going for something more visually/conceptually interesting to me. I already have an extremely moody opening area that stands out to me as one of the most incredibly tense starts in a Quake map I can remember seeing.
It leaves me with another set of issues, however.
I can't seem to get things to rotate "nicely" in TB. Simply put, it eats texture alignment alive when I rotate objects AND I can't manage to keep edges in their place when they should be. I ended up face-dragging, but in a lot of ways that's even worse (edges stay in their proper place, but texture alignment still gets broken AND I have no reliable reference for how to rotate them to make them look nice again).
Furthermore, edge splitting (for when face dragging is the proper way to handle things, i.e. bent metal plates) doesn't seem to work for me, to the point that I'm reluctantly relying on the split mode of the clip tool.
SO. How do you rotate things nicely? And how, precisely, does one use the edge splitting function properly?
I can't seem to make a nice cylinder for the life of me (for giant steel cables). How does one do such things in TB?
And on the same topic, a steel cable texture would be nice, right now I'm using some ridiculous butchery of default ID textures to fake it. Is there a WAD that might have something fitting? Rope textures would work (I can always try finding a way to recolor them in the WAD) but I definitely need that twisted fiber bundle look, and the ID texture kludge is both obvious and irritating to the eyes.
Last question: clip brushes, how should you use them? I'm currently using them for a couple of minor navigational hazards (spawning in, walking forward and falling to the floor of the currently non-murderous void isn't a fun time) but I want to make sure that when the time comes for me to use them more extensively, I'll know what to do.
The only nice one is ALT-Arrow - freehand rotation always scrambles the verticies. Texture lock should maintain everything however you rotate it though, at least in TB1.
The clip tool is the way to go for edge splitting. No matter how clever the software, its very difficult for it to correctly predict what are the intelligent cuts to make I'm afraid.
You can model stuff nicely in TB, but you need a lot of patience. If you want accurate detailed stuff then you should probably try a mesh importer, like EricW's or Warren's.
For texture wads, go here: https://www.quaddicted.com/files/wads/
For clip brushes, the rule of thumb is that the player shouldn't notice that they exist.
Trigger Monster Jump
Trying to get a monster to jump upwards using a monster jump trigger and even though I'm setting the values ridiculously high the monsters don't seem to go up. I set the jump heigh at 90,000 at one point and it just isn't going up. Any ideas what I might be doing wrong?
I figured it out... there has to be a ground for them to jump up from. :P
I have place some static entity's in a map, some fences to spare brushes, gave them an angle and put them aside a ledge.
Then I tried to add a clip brush, but the strange occurance of a blocking side on the east length kept me puzzling.
With no clipping brush there's a straight blocking point in the middle, but the only useable side seem to be the west and north wall. Other sides keep having a block effect of almost 36 units.
No help turning the angle of the static entity, the blocking effect persist which makes it useless for small passages.
I added some new monsters to the quake.qc.
For some reason the message
sv_startsound not precached
hits up the screen as soon as I see the monsters.
I looked up to all precached sounds in the new monster.qc
but they are all there.
AI.QC -void() SightSound are the waking sounds
CLIENT.QC -void() ClientObituary are death sounds.
Where can I find the statement that links these sv_startsound sounds?
Sealing A Map
Is it ok to use the "shader not found" texture that Radiant shows on the outer sides of walls? Or do I need to use the "caulk" (also says shader not found) in quake.wad? When I googled someone on a forum said Q1 doesn't use caulk, which confuses me about why it's there. Or should I just texture the whole brushes?
Except, of course sky and liquids on otherwise solid brushes.
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