Great tool! Especially when map sources were lost. I with texture and lightmap editing was easier. E.g. making textures "aligned to face" or scaling to -1. For lightmaps I see there's much planned ahead. Like exporting multiple faces, or adding flood fills. I'm looking forward to see more features in the future! Great work and especially nice to see small, fast and native code!
The disadvantages are as follows:
You cannot edit world brushes whatsoever.
You cannot do crazy texture scaling since it's tied to the lightmap size.
You cannot edit clip nodes.
in newbspguy world vertices can be edited via face tool (but without collision changes).
textures can be scaled as need because now lightmap can be recalculated after any changes.
Clipnodes can be edited only for non worldspawn models via Vertex Transformation widget.
Trivia: It's preset 10 (flourescent flicker) that made the news about how the lighting presets survived all the way from Quake to Half-Life Alyx unchanged.
Commented 1 year ago2023-12-22 00:48:02 UTC
in vault item: High (sky)Comment #105778
I don't suppose you've considered providing the same skybox at different times of day?
I hadn't considered creating different times of day for this particular skybox, but it's been a while since I've made a sky in Terragen, so I forgot several things. I made this sky almost 2 years ago. However, you could try editing it yourself (?)
Commented 1 year ago2023-12-22 00:17:39 UTC
in vault item: High (sky)Comment #105777
Always happy to see your sky uploads. Makes me think about all the different places you could set a Half-Life map besides New Mexico.
This one might actually be ideal for my mod idea set in the Peak District here in Britain. I don't suppose you've considered providing the same skybox at different times of day?
Christmas Day has actually become a little less chaotic as the kids have gotten older. Everyone comes to our place now on Christmas Day/Boxing Day rather than us racing from one end of the county to the other to visit everyone.
The rest of my week off will consist of looking after the kids, playing as much Baldur's Gate 3 and Fortnite as possible and maybe even doing some mapping if the mood takes me.
Commented 1 year ago2023-12-17 11:22:01 UTC
in wiki page: Tutorial: Evolving GrassComment #105757
Maybe a bit too far-fetched, but I think it would be cool to have macro previews. It was something that I suffered from back when I was trying MESS out. Obviously, editor integration would be needed for this, and while it could be feasible with TrenchBroom (it being open-source and actively developed), it'd still take a frightening amount of effort, I figure. Add its lacking Half-Life mapping support on top of that. And of course J.A.C.K. is out of the question.
Commented 1 year ago2023-12-17 01:22:50 UTC
in wiki page: Tutorial: Evolving GrassComment #105755
An entity can be marked as 'primary' by giving it a _mess_merge_entity_master attribute. If a group has no master then the attributes of the first entity will be used, but it would probably be better to issue a warning if that group contains entities with different attributes.
As for the future of MESS, the big step with v1.2 is that instead of macro entities and a scripting language that is geared towards technical users, there is now a set of template entities and automation scripts that anyone can use. I intend to add and improve template entities when new things come up, such as Erty's func_illusionary + hlt_noclip 1 discovery. But I've also got ideas for new features, such as a geometry API that lets you generate brushes, and support for reading textures and models. Think of automatically covering brushes with thin extruded overlays with additive textures, or generating clip-brushes for prop models, or maybe even generating models from entities. Other ideas are things like issuing a warning if a func_ entity with a transparent texture doesn't have the right render mode or FX amount, or if a map transition uses an uppercase map name. Oh well, we'll see.
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A short map with a range enemies to shoot at. They are little to no threat due to there being no node graph to guide the AI and a lot of them are stuck in the geometry. Certainly not worth a 70MB download since the one audio file included caused my game to crash to desktop until I deleted it...
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Commented 1 year ago2023-12-16 12:33:41 UTC
in wiki page: Tutorial: Hint BrushesComment #105743
Relaying other member's comment on this page: a top-down view of the setup was sorely needed. In that aspect the Tutorial: Total Map Optimisation Part 2 (VIS, Hints) page is much more helpful (and much more thorough tbh).
键:effects
值:1
这可以让摄像机周围布满粒子,方便在使用后查看摄像机的当前位置。
You can add a set of key values when debugging a motion camera:
Key: effects
Value: 1
This allows particles to surround the camera, making it easy to see the current position of the camera after use.
https://twhl.info/wiki/page/Entity_Attribute%3A_Entity_Effects
https://twhl.info/wiki/page/Tutorial%3A_Non-coding_workarounds_for_your_mod
- A fellow uBlock Origin and Dark Reader user
I took advantage of my vacation to look at my map projects for HL and CStrike.
For CStrike, I did release three maps so far. Preparing the fourth one.
For HL, preparing some stuff and ideas, and see what I do release yet.
Doom can run everything
textures can be scaled as need because now lightmap can be recalculated after any changes.
Clipnodes can be edited only for non worldspawn models via Vertex Transformation widget.
This one might actually be ideal for my mod idea set in the Peak District here in Britain. I don't suppose you've considered providing the same skybox at different times of day?
P.S. it was a 4 but 1 star had to be docked because I can't eat the cookies 🚫🍪😭
The rest of my week off will consist of looking after the kids, playing as much Baldur's Gate 3 and Fortnite as possible and maybe even doing some mapping if the mood takes me.
This tutorial definitely needs a part 2 for the more advanced tasks e.g. vertex manipulation, bsp import/export, lightmap editing.
Again, we are very happy to see someone enjoy our creation so much. Cheers!
Yes.
As for the future of MESS, the big step with v1.2 is that instead of macro entities and a scripting language that is geared towards technical users, there is now a set of template entities and automation scripts that anyone can use. I intend to add and improve template entities when new things come up, such as Erty's func_illusionary + hlt_noclip 1 discovery. But I've also got ideas for new features, such as a geometry API that lets you generate brushes, and support for reading textures and models. Think of automatically covering brushes with thin extruded overlays with additive textures, or generating clip-brushes for prop models, or maybe even generating models from entities. Other ideas are things like issuing a warning if a func_ entity with a transparent texture doesn't have the right render mode or FX amount, or if a map transition uses an uppercase map name. Oh well, we'll see.