Forum posts

Posted 20 years ago2004-03-04 20:45:23 UTC
in High time for sky Post #18294
Yeah, I've devloped a system for exact 90 degree rotations. Precautions need to be made that your target height is the same as the elevation of your camera or "eye". You end up with a North, South, East, and West shot. Then you need to take one of the groud which is the most crazy depending on how high your perspective is above the ground. The sky is just a straight up shot which is pretty much a reverse ground shot.
Posted 20 years ago2004-03-03 22:55:14 UTC
in High time for sky Post #18219
Yeah, I'm the exact same way. "Will you join me in my call to Camelot?" I've got the abilities, so I thought I'd give her a go. :D
Posted 20 years ago2004-03-02 21:51:16 UTC
in High time for sky Post #18138
My dad, a Linux nut, comiled and installed "the Gimp" on this Windows PC. I Think I'll be able to crop the files so the DPI is within operating conditions of the Half-life engine! :D
Posted 20 years ago2004-03-01 22:05:08 UTC
in High time for sky Post #18060
Taking the pictures works fine using Terragen. The resolution can still be set to a high value within the screen parameters of 256x256. The only problem I encountered was the 72 DPI which is manditory for all sky files. This keeps the size of the file small (around 66kb).
If any of you guys know of a pain program (preferably freeware) that you can edit the DPI with, I'd be mighty grrreatful. Microsoft paint just dosn't cut it. :D :P
Posted 20 years ago2004-03-01 20:44:17 UTC
in High time for sky Post #18053
Hey, i found something that might help me. here: http://halflife.qeradiant.com/halflife/tthl1.htm
I guess I'll just have to take pictures at 90 degree angles then one straight up... I'll try it! :nuts: :cool:
Posted 20 years ago2004-03-01 20:36:27 UTC
in High time for sky Post #18052
ray-tracing? Wha? it dosn't have to be detailed. It's just for wallpaper quality.
There has to be someone out there making skies. I was told to use photoshop or Gimp. Gimp is freeware right?
Posted 20 years ago2004-03-01 00:39:59 UTC
in High time for sky Post #17975
Hey, do any of you guys know how to make sky textures for use in maps? Like the surrounding 360 degree view? I use Terragen to make terrain, then photo it, but if any of you know of a tutorial... yeah... that'd be great.
here are two of what I can do.
http://www.imageshack.us/files1/Solitude.JPG
look at that pixelation!
http://www.imageshack.us/files1/Ifyouwouldonlylisten.JPG
Posted 20 years ago2004-02-29 21:03:49 UTC
in Texture Lights Post #17957
oh sweetness! thanks chums!
Posted 20 years ago2004-02-29 13:51:34 UTC
in Texture Lights Post #17895
Yeah... If only there was a way to go back in time 3 seconds. I found the button the minute after I posted. :zonked:. Though I don't see any "hlrad" compile line specifically. Is it the same as the $light_exe $path/$file line? I see the BSP, VIS, and CSG, but not RAD.
Posted 20 years ago2004-02-29 13:06:33 UTC
in Texture Lights Post #17882
Is that a program? I don't speak esoterically. Please elaborate.
Posted 20 years ago2004-02-29 12:46:59 UTC
in Texture Lights Post #17879
One more thing: by compile line, do you mean the "additional game parameters:" at the top of the Run Map menu?
Posted 20 years ago2004-02-29 12:43:32 UTC
in Texture Lights Post #17878
Hey thanks a lot! That's most definately wonderful information. I often find I'm messy with files and stuff. Invalueble! :D
Posted 20 years ago2004-02-28 11:47:59 UTC
in r_speeds Post #17698
yes, that's half of it. Type in "developer 1" (no quotes of course) into your console, then type in "r_speeds 1" (you wouldn't use quotes right after I told you not to?!). Your r_speeds will then scroll by in the upper left corner of your screen.
Posted 20 years ago2004-02-28 02:47:53 UTC
in Texture Lights Post #17640
Gee Whiz, thanks! I really dig that analogy too, I'll tell all my friends!
Posted 20 years ago2004-02-27 20:18:30 UTC
in Texture Lights Post #17620
I was just turned onto the awesome power of texture lights and their my new favorite thing. Their uniform lighting is just awesome. I was wondering if they are a better choice for using than regular light entities and what are some of their drawbacks. I don't want to use too many of these babies and find out that they have SARS or something.
Posted 20 years ago2004-02-27 17:36:29 UTC
in light_environment woes Post #17605
:-D thanks! I love the Beatles.
Posted 20 years ago2004-02-26 18:13:07 UTC
in light_environment woes Post #17510
whoah, before you get out your text gun from heck, remember that schizofrenics make for a good time.
Exhibit A: Gollum from Lord Of The Rings
Posted 20 years ago2004-02-25 17:25:38 UTC
in light_environment woes Post #17335
Yeah, sorry for the confusion, I replied to myself because I was able to look back in the archives for similar problems, and someone mentioned the brush needing to be sky texture through and through. It only took me a few minutes also! I've been stumped for about a week!. I'm sure everyone would have been loads of help though. Thanks for the light_spot tips! :D
Posted 20 years ago2004-02-25 01:03:52 UTC
in light_environment woes Post #17266
Thanks! Be Praise!! Thank you mysterious gentleman! You've made my night and now I can finally sleep that the mystery is solved.
Posted 20 years ago2004-02-25 01:03:11 UTC
in light_environment woes Post #17265
My my boy, it seems like you've got trouble. Well, I was looking through some other posts and there have been many like you. It seems to me that it was a dumb mistake on your part.
A sky texture needs to be on the entire brush and not just a single face. There, see if that fixes your Problem.
Posted 20 years ago2004-02-25 00:46:35 UTC
in light_environment woes Post #17264
I've tried to get help on multiple forums for this problem, but to no avail! My maps won't compile light_environments/spot_lights. All I'm left with in areas with sky textures, is a black hand and landscape. All the other lights work fine. I've saught many explinations for this. There are no problems with sky textures too low on the horizon, nor is it a problem with the pitch (set to a negative value).
I downloaded the "environment" map off of this fair server, comiled it and ran it fine. The Spot_light worked fine. However, when I make a map with a spot_light (even though "is sky" is checked"), I don't get happy smilie sunlight on my rocks and grass! This leads me to believe that It's a really stupid mistake on my part by not click a simple button or something. Help Help Help me figure this out!