Forum posts

Posted 21 years ago2003-11-13 23:53:37 UTC
in Advanced compiling problem. Post #4675
You?re right Andy, bottles glow when I turn off lights (in HL, I mean)... I thought about a complicated system of func_wall_triggers that changed the thing when you turn off the light. The thing became worse when I wanted it to be breakable so I had to put on a shootable switch, a gib thrower and some multimanager stuff... It was THAT complicated that didn?t want to use it. Anyone who plays the map sees that glowing object as it glows in his/her map, why bother?. Let?s do something playable and forget about little things like these :) (I fail in doing something playable :().
By the way Andy, how much does increase the size of the BSP if I include the textures in it?. I?m about uploading something and it?s near the 2mb (only the bsps!). I was wondering if it was better to include a wad file in the zip for the player to locate it or if it was better to include it in the bsp... Maybe a batch file could do the installation thing with wads and models (yeah, talked about this before) so, any advantages in incluiding?.
Oh, another thing... For newbies like me, I found that using your own (name).rad file works cool, somehow my advanced compile works with a lights.rad that it?s hidden or included in the code. Using -lights myrad.rad solved the problem of incluiding new texlights...
And I?m moving to bed. It?s 3:55 AM here and I?m pretty tired.
See ya!!!!!.
Posted 21 years ago2003-11-13 23:04:07 UTC
in Completely OFF TOPIC!!! (Music). Post #4672
Another real good band is Old Man?s Child... Heard about their new album?. Maybe I?ll get it tomorrow.
Posted 21 years ago2003-11-13 23:02:05 UTC
in Advanced compiling problem. Post #4670
If your map is totally dark and you have any Brush that you have changed the Render Mode and FX amount on to make it translucent, then the brush will glow. It doesn't have to be Glass, but thats where we normally experience this problem. Someone else mentioned this recently....?
I don't think there is a fix for this. ??? but you can trick the map by putting a soft dull light behind the texture and make sure it is not Opaque, that gives the effect that a light is on somewhere, but not a bright one.
Posted 21 years ago2003-11-13 22:58:25 UTC
in Vis Blockers... Post #4669
I know... Still I am going too fast... I begun mapping when I joined the site and... Well, shouldn?t I be happy with simple maps until I grow better at this?. You know, is something that comes to mind when looking for complications like these.
Posted 21 years ago2003-11-13 22:53:14 UTC
in Vis Blockers... Post #4668
De Wans original tutorial on Hints for Quake is probably the best I have ever seen, but I can't seem to find it anymore. However, here is something people seem not to mention when talking about Hint Brushes.
When the engine divides the map into BSP leafs to assemble the Potentially Visible Set or PVS (as discussed in the VERC tutorial), it doesn't do it exactly the same way everytime you compile.
Sometimes adding a hint brush can be worse, than re-compiling and trying to get a different result. However this tends to lead to r_speed madness, where you are chasing a single wpoly reduction for the sake of a few days work.
What you really want to achieve is drastic reduction, and the best way to do that is through initial design.
When building a map... always keep in the back of your mind, what can I see when I stand here, and what will the engine see?
There is no surefire answer, but the tutorials that Tlax has linked is a really great start to understanding how it all works.
Posted 21 years ago2003-11-13 22:40:10 UTC
in Copyrighted textures... Post #4667
Most texture artists give freely of their product and only ask that you credit them in the readme. It is a good idea to try to e-mail them and ask if you can use their work, but sometimes their e-mails don't exist anymore.
Standard textures that have been released with Retail games (CS, TFC, HL ++) are understood by the community to be used as the mapper see's fit, but it shows good form to credit the original author... if you know who that is, or at least mention that the textures used are not yours and thank whoever made them.
I was surprised by a recent e-mail asking if someone could use some sprites I produced in 1998... I had forgotten that I had developed them, but it was great to get the e-mail and even better to say... Sure, feel free.
If you don't get a reply, just use the stuff and credit the author... it is pretty well an accepted way of doing things in the mapping community.
Posted 21 years ago2003-11-13 19:32:05 UTC
in Advanced compiling problem. Post #4663
Well, Fixed... It came that all floodlit rooms had that glass texture... Just changed it and it works very nice now... I don?t know weheter to post it now or wait a little, fix little errors and sent it then... You know, I spent hours compiling :P... It?s just a beta, shouldn?t be very good, right?...
Nice new avatar 7th... Who?s that :P.
Kol, when I made that map I didn?t know that there was another way of doing things... You know, it was really impressive for me to discover new ways and one thing I like about that bunch of maps is that they really show how my mapping evolved.
And though it works, I don?t know why it didn?t cast light in normal mode... I?ve got just one rad file... Strange.
Posted 21 years ago2003-11-13 19:19:46 UTC
in Trekkies Post #4661
Yeah, all artists were/are wierd. I mean, da Vinci cut his ear of, some piano guy cut of the skin between the fingers so he could play faster and some opera guy got his nuts cut of when he was a child... :zonked: :roll:
Posted 21 years ago2003-11-13 19:15:01 UTC
in Weapons? Post #4660
Let's PAAAARTYY!!!
Posted 21 years ago2003-11-13 19:04:34 UTC
in Weapons? Post #4659
LOL yea I think what I was looking for was ammo_9mmbox

Map Is almost done!!!!!!!!!!!!!!!!!! :D
Posted 21 years ago2003-11-13 17:43:51 UTC
in Weapons? Post #4657
ammo_9mmwhatever would be for bog-standard bullets.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 17:28:32 UTC
in Weapons? Post #4655
depends on the weapon, sorry
Posted 21 years ago2003-11-13 17:28:01 UTC
in Weapons? Post #4654
depends on the box.
ammo_rpgclip
ammo_gauss
ammo_9mmbox
whatever theres alot
Posted 21 years ago2003-11-13 17:12:41 UTC
in Weapons? Post #4653
Hey what enity is the box of bullets?
Posted 21 years ago2003-11-13 17:07:55 UTC
in dedicated server Post #4652
LOL quickest search I know of :P
Posted 21 years ago2003-11-13 17:06:57 UTC
in Teleports? Post #4651
Got it and it works YEA!!!!!!!!!
Posted 21 years ago2003-11-13 16:29:54 UTC
in Advanced compiling problem. Post #4648
Where'd you get that? The lighting tutorial? "By default" doesn't really apply, as all the versions people have are custom, basically.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 16:23:34 UTC
in Splash screen for mods Post #4646
uh.. i doubt it,
looks like you're stuck with buttons... no one that i know of makes prefab buttons... - some people do button textures as a part of a texture pack but that's it
Posted 21 years ago2003-11-13 16:18:32 UTC
in Advanced compiling problem. Post #4644
um, and please don't carve your maps out of big boxes... you'l make the compiler tools cry
Posted 21 years ago2003-11-13 16:11:55 UTC
in Splash Screen Post #4643
it is a mystery, just not 2 u. spoilsport.
Posted 21 years ago2003-11-13 16:07:33 UTC
in Splash Screen Post #4642
its no big mystery really, its just the ...
oh, i won't ruin the surprise ;)
you've got 6 weeks to wait ;)
Posted 21 years ago2003-11-13 16:02:27 UTC
in Trekkies Post #4640
pablo picasso is scum.
Posted 21 years ago2003-11-13 15:57:35 UTC
in Texture problem Post #4639
dont use any other textures apart from the white { with the decal tool. it makes them really big.
Posted 21 years ago2003-11-13 15:43:41 UTC
in Texture problem Post #4638
White ones are decals only. Blue ones are brushes only. Rendermode: solid, FX amount: 255 makes blue invisible.
Posted 21 years ago2003-11-13 15:42:21 UTC
in Advanced compiling problem. Post #4637
Isn't glass_bright in lights.rad by default? It's in mine...
Posted 21 years ago2003-11-13 15:33:00 UTC
in Advanced compiling problem. Post #4636
How big's the .BSP?
Why not upload it? Limit's 2MB. Maybe include a screenshot of the command line you have on expert for RAD? There's a switch to specifiy a LIGHTS.RAD - maybe the advanced is using, say, LIGHTS2.RAD and the Normal mode's using LIGHTS.RAD :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 15:31:23 UTC
in Advanced compiling problem. Post #4635
Whoa, sorry; ignore that (misread the first post :roll: )
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 15:30:51 UTC
in Advanced compiling problem. Post #4634
Do you have my lights.rad? I set GLASS_BRIGHT to be a light-emitting texture as I use that only for external-touching windows!
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 15:29:54 UTC
in Trekkies Post #4633
Pablo Picasso? :
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 15:29:26 UTC
in Old maps Post #4632
Did so (erased them) :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 15:27:45 UTC
in Texture problem Post #4629
Exactly
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 14:16:07 UTC
in Trekkies Post #4627
shove pablo up your...
Posted 21 years ago2003-11-13 14:10:27 UTC
in Texture problem Post #4625
thats decals(right?), i dont think they can be used as textures on brushes...
use Decal application tool to cr8 them
Posted 21 years ago2003-11-13 13:44:01 UTC
in Old maps Post #4624
I kind of got an idea. I supose most of you have old maps that you gave up on long ago. For those who have old maps and didn't erase them, upload them, It would be pretty fun. (I think)
Posted 21 years ago2003-11-13 13:29:10 UTC
in Trekkies Post #4622
I'll be good.
Posted 21 years ago2003-11-13 13:27:38 UTC
in Texture problem Post #4621
You mean like, make "white ones" invisible in the game? I'm not completly sure, but if you change the textures name with Wally, it might work. Remember, I'm not sure but you can try
Posted 21 years ago2003-11-13 13:17:18 UTC
in Texture problem Post #4620
I have problem. How can I make textures with "{" in the beggining of their names (the white ones, NOT blue ones!) to be shown normal. Blue textures (ladders, fences and other) i can make look ok (like in tutorial LADDER http://cariad.co.za/twhl/tutorial.php?id=34), but white ones wont work with "FX Ammount" setting... :(
Posted 21 years ago2003-11-13 12:08:00 UTC
in Advanced compiling problem. Post #4617
I?m near... My Glass_bright texture causes to light up areas when in advanced compile...
Posted 21 years ago2003-11-13 11:18:51 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4614
now i have 2 followers!
Posted 21 years ago2003-11-13 11:17:53 UTC
in Trekkies Post #4613
jester, i nkow ur havin fun and all but...please shut up.
Posted 21 years ago2003-11-13 11:10:33 UTC
in Submitting Tutorials, Important Post #4611
i can spam a little sumtimes when i get carried away, but dont start me now im really p****ed off at nicelycrafted cos of time of defiance (grr...)
Posted 21 years ago2003-11-13 11:03:03 UTC
in Splash Screen Post #4610
kool. an xmas present. would b good. could actually put the point of the game, like "defeat the alien leader".
Posted 21 years ago2003-11-13 10:52:44 UTC
in Vis Blockers... Post #4609
Thanks Tlax, I?ll try those sites :).
Posted 21 years ago2003-11-13 10:52:08 UTC
in Advanced compiling problem. Post #4608
About 415 kb. But since is done from a box and carved and has a sky box and some more EVIL stuff it takes a hell to compile.
Posted 21 years ago2003-11-13 10:46:51 UTC
in Trekkies Post #4606
ill drown, i promise
Posted 21 years ago2003-11-13 10:43:57 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4603
ok NERDS
Posted 21 years ago2003-11-13 10:37:11 UTC
in dedicated server Post #4602
dizzy try Gooooglie.
make [ url="www.somethingsomething.lolish ] *TYPE HERE * [ /url ]
Posted 21 years ago2003-11-13 10:32:29 UTC
in some triggers help Post #4601
thanks... will try
Posted 21 years ago2003-11-13 10:30:32 UTC
in Submitting Tutorials, Important Post #4600
I had to go into psychomatherapy because of it.
:lol:

Unless you're serious, in which case I apologise (sincerely) :)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 21 years ago2003-11-13 10:29:31 UTC
in Geeky Nerdy Thread [Danger of Death] Post #4599
Same graphics card, Anthony! Sure it ain't SDR? Mine is; and why SDR main memory? Does your motheboard support DDR?
Seventh-Monkey Seventh-MonkeyPretty nifty