 That Particular
#1368 posted by aguirRe on 2004/03/08 18:15:01
sentence was my [obviously] bad attempt to describe a situation in one of the tdk maps.
You had to cross a bridge by walking beside it (in thin air) and right after that, you had to "know" that you should walk right into a seemingly solid rock wall (unmarked) and thus find the path onwards to the next part of this puzzle pak.
Thus gameflow was very confusing, since you sometimes had to use invisible clipbrushes for support and then stumble through a func_illusionary brush to proceed.
Play the pak and you'll probably see what I mean.
 AguirRe
#1369 posted by Mike Woodham on 2004/03/08 18:35:03
Ah, now I understand. It is not my kind of map at all: I have never liked attempts to mimic reality e.g. trees, normal buildings, furniture etc. Also wide open spaces with nothing going on.
Like I said earlier, seven years ago this was probably the dogs but some of our current mappers have moved everything on light-years ahead of this.
The only time I can remember clip-brushes alone being used for support successfully was in a map with an Indiana Jones theme and you had to cross a chasm using a 'leap of faith', just like Indie did :-)
 Preach
#1370 posted by Mike Woodham on 2004/03/09 01:33:58
I e-mailed you re your mod but BT bounced it?
 Yes Demon King
have some conceptually good ideas.
but the implementation was poor.
resulting in a somewhat frustrating experience.
 Mods And Sods
#1372 posted by Preach on 2004/03/09 06:25:01
Mike: yeah, typo in the e-mail in the readme there, should be andrew not andre. Hopefully that should get it through.
 The Demon King
#1373 posted by R.P.G. on 2004/03/09 11:10:22
Am I the only one who gets reminded of bananas by the name "The Demon King"?
 Yeah
#1374 posted by czg on 2004/03/09 11:42:30
You are.
 Demon King
#1375 posted by Mike Woodham on 2004/03/09 14:23:52
Field hockey.
#1376 posted by - on 2004/03/09 14:28:49
Google claims this is the Demon King. and I agree!
http://www.nongnit.net/khonmask/kmynn003c.JPG
 Run Out Of Ideas.
#1377 posted by LTH on 2004/03/09 18:42:36
So I've built pretty much all of my new spacebase rubicon map (q1sp), but I've run out of steam.
All I need is a decent idea for a boss combat in order to gain the silver key. Answers on a postcard.
Cheers.
 How About
#1378 posted by czg on 2004/03/09 19:04:47
A mechanical Ridley from Metroid that does nothing except sitting in the right-hand corner looking sad, while you fire goddamned rockets into it's heart!
This might have been done before tho...
 Colored Lights...
#1379 posted by JPL on 2004/03/10 09:35:28
Hello,
I've seen on some Quake 1 screenshot that it should be possible (I say "should" because I've never found a map performing that) to colored light entities. For Example, I would like to generate a red halo around a invicibility pentagram, or a blue one around a Quad Damage item, etc.. Who knows how to do that ??
Bye
#1380 posted by - on 2004/03/10 09:53:34
those halos you see are standard GLQuake additions John Carmack added to those ents.
Colored light in standard Quake is impossible. It's added to most custom engines now, most using the .lit format. Basically you use tyrlight or another light program that supports it, and set all your lights you want colored with a 'color' key (may be differant, look in the light programs readme) set to the RGB values you want, like '255 0 255' for ugly neon purple. You'll now have a .bsp and a .lit. The map will light normally in standard Quake, or in a custom engine, as long as the .lit is in the /maps/ dir with the .bsp, it'll use the colored lights.
 Colored Liht
#1381 posted by JPL on 2004/03/10 10:00:02
and does arghlite support colored lights ?
 Jplambert
#1382 posted by Vondur on 2004/03/10 10:32:27
no
 .lit
#1383 posted by R.P.G. on 2004/03/10 11:09:26
For colored lights, you need TyrLite. You can get it from Tyrann's website here:
http://www.planetquake.com/tyrann/
 Tyrlight...
#1384 posted by xen on 2004/03/10 13:34:42
...also supports EVERYTHING arghlite has, loads more, so it's worth upgrading anyway.
 Colored Lights
#1385 posted by JPL on 2004/03/11 02:18:11
OK, TyrLite allows colered lights feature, I will try it as soon as possible... Just one more question...
Is it possible to add some RGB field values in QuArK entity descriptor (during light processing it should generate .lit file automatically), or do I need to write myself the .lit file, changing manually my needed RGB value...??
Thanks
 Colored Lights
#1386 posted by Lenny Lurker on 2004/03/11 02:54:24
I don't know about QuArk, but I guess it would be similar, I use GTK Radiant, but you put in the key
_color
and the values
X X X
X being a number between 0 and 255
If you aren't sure about what numbers would represent which colouors, you could find that info in Photoshop/Paint Shop Pro, by selecting the color and it will tell you the RGB values,
or http://www.visibone.com/colorlab/ gives you a little 216 color dodad that allows you to do the same.
You also need to add the -lit switch to your tyrlite compile process/bat file, eg
tyrlite.exe -extra -lit yourmaphere.bsp
that will create your .lit file for you, you don't create it yourself.
 Lenny Lurker
#1387 posted by JPL on 2004/03/11 03:23:21
Thanks, for the infos... I'll check TyrLite vs QuArK possibilities as soon as possible, hoping it will works the first time.. Otherwise is it also possible to generate a "blank" .lit file and replacing color field by what I want ???
Bye...
 JPLambert
#1388 posted by Lenny Lurker on 2004/03/11 03:25:30
That is an interesting way of spelling "Vondur" you have there on your Quake page :)
 Hmm
#1389 posted by Lenny Lurker on 2004/03/11 03:43:41
Otherwise is it also possible to generate a "blank" .lit file and replacing color field by what I want ???
I am not entirely sure that we are both climbing the same tree, but I don't think that is the way to go, or indeed possible, if possible I am sure it would be time consuming.
Putting the key and values for the lights, in the entity dodad, in you level editor , is where it's at
 Damned Shit...
#1390 posted by JPL on 2004/03/11 03:47:20
That's not the correct typo of his name !!! He is going to kill me !!!...
OK, it's an big mistake, but I've build this website in 15 minutes yesterday by night, so be indulgent with me please...... I will correct this as son as possible... I apologies again ...
Anyway...
I've named some of the guys who help me since 1 month I started mapping... And I think there where some others will be added.. (perhaps a grouped thank should be better to avoid such error on name typo ;-)...)
As I said in a previous post, I'm a beginner in Quake mapping, and I'm currently building my first map, with my poor possibilities.. hoping it will be as good as possible..
Thanks...
 Problem...
#1391 posted by JPL on 2004/03/11 03:53:27
.. I'm not able to download TyrLite... the fileplanet website rejects me (while I suscribed last month)... Could you send me a TyrLite version ??? You have my e-mail on my scrappy website...
 Lol
#1392 posted by Lenny Lurker on 2004/03/11 03:55:42
Just stick with it, and try to go through to the end, try not to ditch the map, it doesn't really matter if it's not up to other peoples standards or anything (there are some HIGH standards among this bunch) the main thing is that you enjoy what you are doing, the rest is a bonus. And you will only improve.
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