 @spiney
#1175 posted by Breezeep on 2013/11/29 19:00:55
thanks for those tutorials, but I already figured it out.
 Sorry To Bother...
#1176 posted by Breezeep on 2013/11/29 20:34:24
...But I'm having a bit of an issure with the light entity in trenchbroom.
I want to make a lighting affect like this: http://i.imgur.com/m1EbAhU.jpg
But I get this: http://i.imgur.com/hagirQu.jpg
Any idea how to fix this?
 Light Keys
Try going into the light entity and click the plus sign, then name the key "wait" or "delay" without the quote marks. And change the values a bit.
Try wait 5, delay 0 and light 500. That might make a bright light with a small radius.
 Great!
#1178 posted by Breezeep on 2013/11/29 21:27:37
It worked! but I'm wondering how I'm supposed to get lighting styles in trenchbroom. (this might be the last time i'd bother asking here for today.)
 Experimentation
is key. A lot of the compilers will come with info in readme files on different settings you can add to light entities.
That's how I found out that setting. Make a few different test maps too, nothing beats testing your ideas for different results.
 @Fith
#1180 posted by Breezeep on 2013/11/29 22:18:29
Nvm, I just found out how to do it, but thanks anyway!
 Problem Is
#1181 posted by ijed on 2013/11/29 22:38:17
TB doesn't show the values to configure the entities. Open up the source file, either .def or .fgd and it will list how to configure everything.
 Also Try Delay 5
#1182 posted by Rick on 2013/11/30 16:05:41
Personally I think delay 0 has way too much "reach", it just goes forever. I try to use only one or two in a given area, mostly for fill lighting.
Here is some pretty good info on Quake lighting:
http://shoresofnis.wordpress.com/guides/lighting-basics/
 Delay 0
is the default light setting. You must be thinking of something else.
 You're Right
#1184 posted by Rick on 2013/11/30 21:51:22
I was thinking about delay 1.
I guess I wasn't yet completely awake.
 Wow
#1185 posted by The Producer on 2013/12/04 07:48:09
If only we had this 16 years ago.
 Splash Screen
#1186 posted by NightRage on 2013/12/06 19:21:12
Since you've got a Modern Quake Level Editor, Maybe a Modern Logo/Splash could work. It would go perfect on T-shirts to generate awareness and funds. Appeals to the New Gen Level Makers?
http://i43.tinypic.com/rml5xv.png
let me know if you like it?
 It's Too Difficult
#1187 posted by ijed on 2013/12/06 19:26:48
To read. It also looks like you've got two seperate logos next to each other.
 T-Shirt Design
#1188 posted by NightRage on 2013/12/06 19:37:00
 Ok
#1189 posted by ijed on 2013/12/06 19:51:55
That does look cool
 Nice Design
#1190 posted by Spiney on 2013/12/06 20:10:35
The broom part looks a little out of place though. I'd also drop the texture and outer glow personally.
#1191 posted by JneeraZ on 2013/12/06 21:18:55
Torch Broom?
#1192 posted by necros on 2013/12/07 19:59:12
ehh, as long as it goes away on it's own when the editor's loaded.
 I'm Making Something
#1193 posted by Breezeep on 2013/12/08 04:22:57
 Breezeep
Cool! But if you want more feedback, it's best to post screenshots in the "Screenshots & Betas" thread.
 @SleepwalkR
#1195 posted by Breezeep on 2013/12/08 14:22:13
Thanks! I'm glad you like it so far!
 When Is The Next Update Coming?
#1196 posted by Breezeep_ on 2013/12/22 03:30:34
 Long Time
The 1.1 branch is not getting updated anymore unless there are serious problems with it, and the 2.0 branch is still under heavy development and it will be a long time until that gets published.
Why?
 @SleepwalkR
#1198 posted by Breezeep_ on 2013/12/22 14:55:47
I was just wondering...
 @SleepwalkR
#1199 posted by Spiney on 2013/12/22 16:05:04
Any sweeping changes for the user with 2.0 or is it purely a rewiring of the internals?
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