Large Beam Ray
In my new Q1SP map, I would like to create a large beam-ray coming from a light, directed in a precise direction, and with a specific shape (cylinder. conic, or other...)... What are the issue to create a light cone or a large light beam like this (if it's possible) ?? Is there someone to explain me the stuff ??
You need to use a Quake engine capable of volumetric lighting - whether one even exists, I don't know.
Or did I see something like this in Nehahra?
Did you get any of the emails I sent you the last couple of days?
use HalfLife, it has support for that stuff.
The laserbeam pakket from Chtong I made I put on my website.
It's not as specific as you want.(cones radials etc.)
For that you need custent.
Note that you can't use doors in it!
Wc 1.6a And Xp Problems
im using xp pro and trying to use wc 1.6a, i cant select and objects in the 3d window atall :( ? and my texture application tool doesn't work :( can anyone help ?
Wc 1.6a And Xp Problems :)
every things werking now, thanks too the great help from jago, you need to turn of hardware accelleration and then restart worldcraft, then no more problems! :D
I thought that was a double post at first :)
...Tiddles is mapping again!
Kinn, Necros And MadFox
Thanks for your feedback.. Even if a standard/GL quake doesn't support volumetric light, is it possible to create directionnal light beam with a cone radial value, etc.. with standard light tools (like TyrLite or aguirRe light tool), or is it impossible ?? Let moe know what your light experience is...
is the standard way to have a directional light and it has worked since the original Light version. You have to use an entity to target the spotlight and the "angle" key specifies the cone width (default 40 degrees).
Argh/TyrLite and my Light has also the possibility to direct the spotlight via a "mangle" key. In my Light you can also specify a "_softangle" key for a softer spotlight cone. Search for "spotlight" in the readme for my Light tool and see more details.
Except for the obvious spotlight effect, you can also use these lights for very interesting transitional effects by using anti- or local minlight (delay 4) spotlights.
Typically you then use a high angle value (150-180) and a small _softangle (10-90) and direct the spotlight along a corridor or down a bottomless chasm. Experiment for best results.
Cool... It is exactly what I was looking for !!!
Thank you very much
holy shit, i thought you were talking about special effects like the HL laser beam thing... sorry, i misunderstood! :P
Chtong will roast me for that....
Never Heard Of
Compiling a Q1bsp I suddenly receive the message at the end of
Entity tex too long
Are my monsters talking too long?
In Older Compilers
the entity section can only be 64k, you've exceeded that limit. Either you'll have to shrink the amount of entity data (by e.g. removing default keys or entire entities) or switch to a newer compiler with a higher limit.
I assume you're still using qbsp256, its entity limit is only 64k.
never saw the message before.
why on earth would any one handicap themselves by using qbsp256? O_o
Using my ConvMap utility, you can actually do the same grid-snapping in a pre-compiler step, just run:
convmap -l2 -i mapname
ConvMap will just cut off the fractional part and keep the integer, essentially what qbsp256 does. See ConvMap readme for more details.
i got your message and replied just now.
Q1 Tools Update
. Minor improvements and bug fixes in several tools and engine. Please see readmes for more details.
Any comments are welcome.
Wad To Bsp/map To Me.
i dont know if this has been asked before, looked on this thread and i couldnt find it so here. is are there any tools to convert a doom wad file into a bsp or map file for quake1? or at least, can it be done?
A Quick Search
of wad2map and wad2bsp at Google revealed some info that might be useful.
Me Happy, Me Horny Too