Xen Healing Pool Created 17 years ago2006-08-14 04:40:27 UTC by a a

Created 17 years ago2006-08-14 04:40:27 UTC by a a

Posted 17 years ago2006-08-14 04:40:27 UTC Post #193342
You on how on various areas of Xen in the original HL, you come across a number of pools of liquid that miraculously heals you when you stand in it?

How is this accomplished? :biggrin:
Posted 17 years ago2006-08-14 05:02:55 UTC Post #193343
This is sort of a guess, but I think I heard that you use a trigger_hurt with a negative value for the damage...
Posted 17 years ago2006-08-14 06:25:09 UTC Post #193357
ah, that might work, ill try it out...

I also have another problem "Too many direct light styles on a face" occurring int the compiel log, over fifty times for a relativelly small room...

It is causing wierd effects on the floor mainly little patches of shadows or light where nothinging seems to be causing them...

a: what causes the error?
b: how do i fix it?
Posted 17 years ago2006-08-14 06:48:44 UTC Post #193358
Too many diffrent point lights with diffrent styles have a direct line of view on a certain face. The maximum number for diffrent styles is 7 and the max for switchable ones is 3.
Posted 17 years ago2006-08-14 06:51:19 UTC Post #193359
How do i stop the weird shadows and light patches on the floor and walls though?
Posted 17 years ago2006-08-14 06:52:48 UTC Post #193360
Use texlights instead of spot lights.
Posted 17 years ago2006-08-14 06:56:37 UTC Post #193362
Im not using spotlights, im jsut using "Lights" as they are reffered to by the fgd...

Forgive me for seeming ametuerish, but what is a "Texlight"?
Posted 17 years ago2006-08-14 07:15:14 UTC Post #193365
What elon meant to say was
"use textlights instead of point lights"

Textlights or Texture lights are light emitting textures. Open your lights.rad in notepad to see which textures emit light.

Most of the light textures do. No entity work is required for textlights. Just make a brush with 1 face using a light emitting texture, and hey-presto.
No light entities required.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-14 07:27:02 UTC Post #193366
I tried it, it doesnt seem to work... I have however, fixed the problem by removing a flickering light that the lightswitch was supposed to turn on... It seems to have fixed it...

Also, was it normal to have 231 "Warning: Too many direct light styles on a face"s during a single compile of a tiny room? :biggrin:
Posted 17 years ago2006-08-14 07:32:37 UTC Post #193367
Xen healing pools are created by trigger_hurt with negative damage and damage type set to generic. As for your latest problem, either use texlights or don't name the light, light_spot and light_environment entities.
Posted 17 years ago2006-08-14 07:40:12 UTC Post #193371
Ive fixed the problem with the lighting, i jsut deleted the flickering light.

I have a new problem... I jsut moved all my stuff across to my new computer (which finally arrived - worth the wait though) and im running of Open Gl rendering mode now... However, all the textures are rather blurry, how do i fix this - it is most annoying as it ruisn teh effect of the documents i have lying around with semi-readable writing on them, now they jsut show up as blurry lines...

how do i fix this - is it even possible, i tried running it on Direct3D or whaterver its called as well, no luck...
Posted 17 years ago2006-08-14 08:28:54 UTC Post #193379
Its just the way openGL works. its not a bug, so there is no 'fix' appart from doing the following:

1. Up your in-game resolution. (make sure it's equal to or higher than 1024 x 768)

2. Up your texture resolution. When making textures, make them bigger. (but no bigger than 512 x 512)
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-08-14 08:55:15 UTC Post #193382
512x512 is still quite unadvicible. Although it usally works, I've seen some 512x512 textures that cause errors. Plus, it'll make an awfully large wad.
Posted 17 years ago2006-08-15 15:29:15 UTC Post #193532
It's filtering. Use bigger textures, and scale them down in-game.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-08-15 16:07:12 UTC Post #193540
Or you could always make a document a func_button and have text pop up on the screen when the user presses the use key. Got that idea from Brendon Chung's "Bootleg Squadrog." Although I think there's a limit to how many func_buttons you can use in a map.
Posted 17 years ago2006-08-15 18:39:29 UTC Post #193552
Warning: Too many direct light styles on a face"s during a single compile of a tiny room?
This caught my eye...I'm getting this in my HL2 map and according to the error list it is due to a face on a brush that has too many light styles, HL2 only allows 6 of these types and they differ into catagories such as:

The Appearance
If they have names, try to reframe from naming lots of lights in the same area.

It can make lights stop working and so on...My point is it gives you coordinates so go to view at the top, go to coordinates and type them in aka: 213 -456 121 and press ok.

Anyway back to the origin...You fixed this right? You did it by removing a light...Please tell me what you did because my maps going crazy.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-08-18 17:11:50 UTC Post #193833
The scenario: a nissen hut with three fixed standard lights, and 1 flickering light. When you hit the switch, the flickering light turns on, then the other three turn on in sequence thanks to a multi_manager that also triggers a "clunk" sound each time a light turns on and then deactivates the flickering light once the others have turned on - to make it look like a set of anbarometric or "strip-lights" as they call them elsewhere that flicker when you turn them on.

The outcome: "Too many direct light styles on a face"

My solution: Remove the flickering light so that there is only 1 light style hitting the faces in question...

This however brings me back to the problem of "How do i get the flickering light to turn on and off?"... I jsut gave up and left it out

PS - Need to send in screenshots of my mod, especially the fully interactable APCs and "Tesla Tanks" from Red Alert 2... :biggrin:
Posted 17 years ago2006-08-19 03:07:46 UTC Post #193859
All you need to do is make the three fixed lights have 1 name.
Posted 17 years ago2006-08-19 10:51:00 UTC Post #193893
but then they cant turn on in sequence... :cry:
Posted 17 years ago2006-08-19 11:06:08 UTC Post #193895
Switch three texlights instead. The light entities doesn't have to be close to each other then.
Posted 17 years ago2006-08-20 06:35:13 UTC Post #193961
K

OK, now onto a new problem, or more presicely a question: See on a func_tank, Tankmortar or tanklaser, what does the "Pitch/Yaw tolerance" actually do? Is it to do with how closely it stick to the range of motion?
Posted 17 years ago2006-08-25 13:47:49 UTC Post #194526
Please answer...

I am seriouly upset that i do not know what this is

::quietly sobs in corner::

Any help is appreciated

::Sobbing continues in a prolonged mannor::
:cry:
Posted 17 years ago2006-08-25 13:54:28 UTC Post #194529
The tank must head in hammer toward direction 0 in the top view(yaw) and so in the pitch and roll. The direction it'll head in game is ditermined by the pitch yaw roll value.

Hope that answers your question. :)
Posted 17 years ago2006-08-25 14:16:56 UTC Post #194539
Why doesn't anyone use the entity guide anymore?
It has the most important info, of every entity, in short and is sometimes much more useful, than a tutorial.. :

http://www.twhl.co.za/entityinfo.php?ent=func_tank&game=1
Daubster DaubsterVault Dweller
Posted 17 years ago2006-08-25 16:00:43 UTC Post #194551
And more important- why doesn't anybody read the tutorials anymore?! It's written down in the func_tankrocket tutorial.
Posted 17 years ago2006-08-26 08:12:43 UTC Post #194609
NOT THE PITCH/YAW ranges
THe Pitch Tolerance, and the Yaw tolerance.
Posted 17 years ago2006-08-26 10:31:26 UTC Post #194625
Don't know myself. Just leave it as it where. If one of them is 0 and it doesn't move to that direction then raise the number of that value, if it solved the problem then you found out why those values exist.
Posted 17 years ago2006-08-26 15:31:23 UTC Post #194657
I thought it might have something to do with how closely it sticks to the pitch/yaw ranges... i dunno
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