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HaloBro35



Joined: 06 Jun 2008
Posts: 5

PostPosted: Sat Jun 07, 2008 8:40 pm    Post subject: Lighting Reply with quote

Hi, I'm new to mapping and I have a question. How do I control the lighting in my maps because I don't want to put torches everywhere since they don't give enough light and they don't match the textures of my map. Also how do i add fog. Thanks in advance guys.

Oh, and on more question. How do I add water to only part of the floor of my map? like a square floor with a river running through it that is pretty deep.
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Sat Jun 07, 2008 11:12 pm    Post subject: Reply with quote

Read any generic mapping tutorial for Quake, Quake 2, Half-Life or any game like that. If possible one made for the editor you use.
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Dr. Shadowborg
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Joined: 16 Oct 2004
Posts: 726

PostPosted: Sat Jun 07, 2008 11:59 pm    Post subject: Reply with quote

If using worldcraft, see Map -> Map properties -> Ambient Light for generic level wide lighting. Also note that you do have more types of light entities than just walltorches. Note that when you have created a light entity, you can set it's strength and stuff as well by selecting the light entity, then right click, properties -> Brightness.

I dunno about fog.

As for water, you should be able to figure it out yourself, it's not that hard. Wink
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HaloBro35



Joined: 06 Jun 2008
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PostPosted: Sun Jun 08, 2008 3:17 am    Post subject: Reply with quote

Thanks for the lighting info guys. As for water, I just meant I wanted to make a river run through the floor of my map. I know all you have to do is apply the texture to it. I just wana know how I can make it deeper and all. Thanks in advance guys you are a big help.

Oh, and on the lighting issue. Is there some sort of light entity that doesn't show up as an item, like an entity that is invisible but gives off light? Also how do I make shadows?
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Electro



Joined: 29 Dec 2004
Posts: 241
Location: Brisbane, Australia

PostPosted: Sun Jun 08, 2008 5:19 am    Post subject: Reply with quote

The entity named "light" makes light. It'll calculate shadows (lightmaps) for it when you compile your map.
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Spirit



Joined: 20 Nov 2004
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PostPosted: Sun Jun 08, 2008 8:13 am    Post subject: Reply with quote

From the side:

Black are solid brushes, blue is the water.
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HaloBro35



Joined: 06 Jun 2008
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PostPosted: Sun Jun 08, 2008 1:14 pm    Post subject: Reply with quote

Thanks guys! Sorry if I bothered any of you with all my questions.
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Dr. Shadowborg
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Joined: 16 Oct 2004
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PostPosted: Sun Jun 08, 2008 2:48 pm    Post subject: Reply with quote

HaloBro35 wrote:
Thanks guys! Sorry if I bothered any of you with all my questions.


No problem, that's what we're here for. Wink

Incidentally, pretty much all the light entities except the walltorch, the flame, and the spritebased orb thing are invisible. The only real differences is that some can emitt sounds.
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mh



Joined: 12 Jan 2008
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PostPosted: Sun Jun 08, 2008 9:44 pm    Post subject: Reply with quote

You can also download some map files and see how others have done it.
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RenegadeC



Joined: 15 Oct 2004
Posts: 370
Location: The freezing hell; Canada

PostPosted: Mon Jun 09, 2008 3:50 am    Post subject: Reply with quote

Brightness on a light entity will light up a larger area but you'd be wise to combine it also with the keyflag 'wait' as it'll expand the light over a greater distance giving it a more softer touch; meaning it'll look a LOT nicer.

This also allows you to use a low brightness on a light entity and 'spread' it out more.

As for deeper water, just drag the water brush downwards.
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absynth



Joined: 18 Jun 2008
Posts: 6
Location: Nashville, TN

PostPosted: Thu Jun 19, 2008 11:07 pm    Post subject: Reply with quote

the way i got it to work (not saying this is the only way or the best way.. heh)

i use "arghlight.exe" instead of light.exe

then going to map / map properties in WC default light level works.. plus arghlight allows negative light (subtracting light from other light entities) although negative light (say -100) will not subtract light from the default light level..

there must have been another way to do this before arghlight, but i never got a good explanation that made sense to me Smile

also, am i missing something regarding rivers and such.. can quake 1 have waterfalls and such as is (meaning not a moded version of quake 1) that would rock if it were possible.
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leileilol



Joined: 15 Oct 2004
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PostPosted: Fri Jun 20, 2008 5:29 am    Post subject: Reply with quote

absynth wrote:
can quake 1 have waterfalls and such as is (meaning not a moded version of quake 1) that would rock if it were possible.


dspiral.bsp
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absynth



Joined: 18 Jun 2008
Posts: 6
Location: Nashville, TN

PostPosted: Fri Jun 20, 2008 5:58 am    Post subject: Reply with quote

interesting. how was that done? it seems like it would be possible for like blinking computer textures and such. makes me think about half life and how you could do that with certain texture names.

i could see quake just cycle through x textures at 10fps.. like how you can with .mdl files making skin0,1,2 etc in a sub folder

the dark summer engine doesn't have any changes to address texture behaviour so if your method required something special, i'm not sure...

wait, did you do an animated sprite on a fixed axis? that could almost work except for the wide surface area of your waterfall.. still that gives me an idea.. Smile

would just be great to get a truely fluid rolling texture that has transparency... but hey it's quake 1.. for dark summer we need efficiency and those kind of effects come at a cost.

Thanks!
Caleb
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mh



Joined: 12 Jan 2008
Posts: 909

PostPosted: Fri Jun 20, 2008 8:51 am    Post subject: Reply with quote

The rogue mod did waterfalls/flowing water using an animated texture, and to be honest it looked quite ugly. Evil or Very Mad
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frag.machine



Joined: 25 Nov 2006
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PostPosted: Sat Jun 21, 2008 2:50 am    Post subject: Reply with quote

[pimp]I implemented scrolling textures in Q2K4 quite easily (you can check it in one of the demo maps available to download in my project's page), it's just a matter of changing the u, v coordinates across the time. I believe it's reasonably viable to implement in software mode (althouh I never tried it TBH). [/pimp]
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