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Forum: All Forums : Quake 4
Category: Q4 Mapping
Quake 4 mapping and level design.
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Author Topic: quake4 editor
foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: Q4 Mapping
Posted: Thursday, Mar. 16, 2006 02:06 pm
More on the combine issue....

COMBINING LIGHTS TUTORIAL

Combine is used primarily to combine lights to func_static. For example:
you have a brush textured with a light texture. Then you put a flickering light in front of it. This way it looks like you have a light box in the map with a flickering light. the problem is that the textured box doesn't change brightness with the flickering light.

- make your light box if you want one to stick out of the wall. texture the light side of it with caulk because you are going to overlap it with something else.

- copy that light box and turn it into a simple patch mesh (3x3). You may have to flip it on the Z axis because it's probably facing up and you want it to face down from the ceiling.

- apply a light texture to it. This is the light that you will see in the map.

- turn that patch mesh into a func_static

- deselect all and add a light entity. This is where the light will eminate from. The textured patch mesh is there for looks.

- apply a light texture to the light. Press J. Find and apply the light texture you want such as lights/round_strobe.

- select your light and then select your patch mesh. Combine them by pressing Shift+K
*note: if the light is in your way of selecting both, move the light. Combine the two then use Shift+Alt+click to select one of the combined group such as the light so you can move the light without the attached patch.

Now the light texture on the patch mesh will flicker brightness along with your light entity and it will look more natural.

editing to insert the map file:
Code:
Version 3
// entity 0
{
"classname" "worldspawn"
// primitive 0
{
 brushDef3
 {
  ( 0 0 -1 120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
  ( 0 -1 0 64 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
  ( 1 0 0 -8 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
  ( 0 1 0 -88 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
  ( -1 0 0 -16 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 1
{
 brushDef3
 {
  ( 0 0 -1 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 2
{
 brushDef3
 {
  ( 0 0 -1 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 3
{
 brushDef3
 {
  ( 0 0 -1 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 4
{
 brushDef3
 {
  ( 0 0 -1 0 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 5
{
 brushDef3
 {
  ( 0 0 1 -136 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 -1 128 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 6
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 0 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
}
// entity 1
{
"classname" "light"
"name" "light_1"
"origin" "-72 -72 112"
}
// entity 2
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "0 -80 0"
}
// entity 3
{
"classname" "light"
"name" "light_2"
"origin" "-8 72 120"
"detailLevel" "10"
"nodynamicshadows" "0"
"noshadows" "0"
"nospecular" "0"
"nodiffuse" "0"
"falloff" "0.000000"
"texture" "lights/round_strobe"
"_color" "1 1 1"
"light_radius" "320 320 320"
"light_origin" "-4 76 112"
"light_rotation" "1 0 0 0 1 0 0 0 1"
"model" "light_2"
// primitive 0
{
 patchDef2
 {
  "textures/common_lights/small_light7_noshadows"
  ( 3 3 0 0 0 )
  (
   (  ( -16 88 120 0 0 ) ( -16 76 120 0 0.5 ) ( -16 64 120 0 1 ) )
   (  ( -4 88 120 0.5 0 ) ( -4 76 120 0.5 0.5 ) ( -4 64 120 0.5 1 ) )
   (  ( 8 88 120 1 0 ) ( 8 76 120 1 0.5 ) ( 8 64 120 1 1 ) )
  )
 }
}
}


edited on Mar. 16, 2006 09:10 am by foyleman
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narc
General Member
Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
[view latest posts]
Level 8
Category: Q4 Mapping
Posted: Thursday, Mar. 16, 2006 11:16 pm
in the test map you can make the patch texture line up just by middleclicking the brush to grab its texture coords, and it solves the floors mismatched lighting problem. -- i can see the cylinder lighting problem is because of an ugly hard edged shadow being created because these lights arent omnidirectional -- put one close to a wall and you can see. thats our problem right there because if you move the lights around the cylinder so its lit more evenly you can make the shadow look better. so the big question now is how do you make an omni light!? or how do you set the angle direction that these directional lights use because rotating them and using the angle key doesnt do it.

heres the test map, you can see how when a supposed omni light is near the wall it casts a penumbra in only 1 direction.
Code:

Version 3
// entity 0
{
"classname" "worldspawn"
"angle" "270"
// primitive 0
{
 brushDef3
 {
  ( 0 0 -1 -12 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -312 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 4 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
 }
}
// primitive 1
{
 patchDef2
 {
  "textures/common_misc/concrete_09_test"
  ( 3 3 0 0 0 )
  (
   (  ( 128 -120 0 -0.46875 0.5 ) ( 128 0 0 0 0.5 ) ( 128 120 0 0.46875 0.5 ) )
   (  ( 220 -120 0 -0.46875 0.859375 ) ( 220 0 0 0 0.859375 ) ( 220 120 0 0.46875 0.859375 ) )
   (  ( 312 -120 0 -0.46875 1.21875 ) ( 312 0 0 0 1.21875 ) ( 312 120 0 0.46875 1.21875 ) )
  )
 }
}
// primitive 2
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 312 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 3
{
 patchDef2
 {
  "textures/common_misc/concrete_09_test"
  ( 9 3 0 0 0 )
  (
   (  ( -96 72 -8 0 0 ) ( -96 72 64 0 0.28125 ) ( -96 72 136 0 0.5625 ) )
   (  ( -96 48 -8 0.09375 0 ) ( -96 48 64 0.09375 0.28125 ) ( -96 48 136 0.09375 0.5625 ) )
   (  ( -72 48 -8 0.1875 0 ) ( -72 48 64 0.1875 0.28125 ) ( -72 48 136 0.1875 0.5625 ) )
   (  ( -48 48 -8 0.28125 0 ) ( -48 48 64 0.28125 0.28125 ) ( -48 48 136 0.28125 0.5625 ) )
   (  ( -48 72 -8 0.375 0 ) ( -48 72 64 0.375 0.28125 ) ( -48 72 136 0.375 0.5625 ) )
   (  ( -48 96 -8 0.46875 0 ) ( -48 96 64 0.46875 0.28125 ) ( -48 96 136 0.46875 0.5625 ) )
   (  ( -72 96 -8 0.5625 0 ) ( -72 96 64 0.5625 0.28125 ) ( -72 96 136 0.5625 0.5625 ) )
   (  ( -96 96 -8 0.65625 0 ) ( -96 96 64 0.65625 0.28125 ) ( -96 96 136 0.65625 0.5625 ) )
   (  ( -96 72 -8 0.75 0 ) ( -96 72 64 0.75 0.28125 ) ( -96 72 136 0.75 0.5625 ) )
  )
 }
}
// primitive 4
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 5
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 6
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 7
{
 brushDef3
 {
  ( 0 0 1 -136 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 -1 128 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 8
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 0 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
}
// entity 1
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "96 -80 0"
"angle" "90"
}
// entity 2
{
"classname" "light"
"name" "light_1"
"origin" "0 64 112"
}
// entity 3
{
"classname" "light"
"name" "light_2"
"origin" "304 0 64"
}
// entity 4
{
"classname" "light"
"name" "light_3"
"origin" "-64 -64 64"
}
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foyleman
Preferred PLUS Member
Since: Nov 7, 2001
Posts: 95762
Last: Apr 13, 2021
[view latest posts]
Level 10
Admin
Forum Moderator
Im a fan of MODSonair
Im a HOST of MODSonair
Category: Q4 Mapping
Posted: Friday, Mar. 17, 2006 12:31 am
I do see the problem. Although not an exact fix, there is a way around it.. sort of.

The light obviously looks more even if you move it away from the wall, however, that means the light source is no longer in the same location. Doom III and Quake 4 now have an option that you can leave the light source and move the shadow source.

Open the light editor with J. The check the 'center' box. Then, zoom in a little and click+drag the large pink dot in the middle of the light entity. This is the shadow center.

sample map:
Code:
Version 3
// entity 0
{
"classname" "worldspawn"
"angle" "270"
// primitive 0
{
 brushDef3
 {
  ( 0 0 -1 -12 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -312 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 4 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
 }
}
// primitive 1
{
 patchDef2
 {
  "textures/common_misc/concrete_09_test"
  ( 3 3 0 0 0 )
  (
   (  ( 128 -120 0 -0.46875 0.5 ) ( 128 0 0 0 0.5 ) ( 128 120 0 0.46875 0.5 ) )
   (  ( 220 -120 0 -0.46875 0.859375 ) ( 220 0 0 0 0.859375 ) ( 220 120 0 0.46875 0.859375 ) )
   (  ( 312 -120 0 -0.46875 1.21875 ) ( 312 0 0 0 1.21875 ) ( 312 120 0 0.46875 1.21875 ) )
  )
 }
}
// primitive 2
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 312 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 3
{
 patchDef2
 {
  "textures/common_misc/concrete_09_test"
  ( 9 3 0 0 0 )
  (
   (  ( -96 72 -8 0 0 ) ( -96 72 64 0 0.28125 ) ( -96 72 136 0 0.5625 ) )
   (  ( -96 48 -8 0.09375 0 ) ( -96 48 64 0.09375 0.28125 ) ( -96 48 136 0.09375 0.5625 ) )
   (  ( -72 48 -8 0.1875 0 ) ( -72 48 64 0.1875 0.28125 ) ( -72 48 136 0.1875 0.5625 ) )
   (  ( -48 48 -8 0.28125 0 ) ( -48 48 64 0.28125 0.28125 ) ( -48 48 136 0.28125 0.5625 ) )
   (  ( -48 72 -8 0.375 0 ) ( -48 72 64 0.375 0.28125 ) ( -48 72 136 0.375 0.5625 ) )
   (  ( -48 96 -8 0.46875 0 ) ( -48 96 64 0.46875 0.28125 ) ( -48 96 136 0.46875 0.5625 ) )
   (  ( -72 96 -8 0.5625 0 ) ( -72 96 64 0.5625 0.28125 ) ( -72 96 136 0.5625 0.5625 ) )
   (  ( -96 96 -8 0.65625 0 ) ( -96 96 64 0.65625 0.28125 ) ( -96 96 136 0.65625 0.5625 ) )
   (  ( -96 72 -8 0.75 0 ) ( -96 72 64 0.75 0.28125 ) ( -96 72 136 0.75 0.5625 ) )
  )
 }
}
// primitive 4
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 5
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 6
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 120 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 7
{
 brushDef3
 {
  ( 0 0 1 -136 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -320 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 -1 128 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
// primitive 8
{
 brushDef3
 {
  ( 0 0 -1 -8 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 -1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 1 0 0 -128 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 1 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( -1 0 0 -120 ) ( ( 0.03125 0 0 ) ( 0 0.03125 0 ) ) "textures/common/caulk"
  ( 0 0 1 0 ) ( ( 0.00390625 0 0 ) ( 0 0.00390625 0 ) ) "textures/common_misc/concrete_09_test"
 }
}
}
// entity 1
{
"classname" "info_player_start"
"name" "info_player_start_1"
"origin" "96 -80 0"
"angle" "90"
}
// entity 2
{
"classname" "light"
"name" "light_3"
"origin" "-64 -64 64"
"detailLevel" "10"
"nodynamicshadows" "0"
"noshadows" "0"
"nospecular" "0"
"nodiffuse" "0"
"falloff" "0.000000"
"_color" "1 1 1"
"light_radius" "320 320 320"
}
// entity 3
{
"classname" "light"
"name" "light_4"
"origin" "304 0 64"
"detailLevel" "10"
"nodynamicshadows" "0"
"noshadows" "0"
"nospecular" "0"
"nodiffuse" "0"
"falloff" "0.000000"
"_color" "1 1 1"
"light_radius" "320 320 320"
"light_center" "-96 0 0"
}
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narc
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Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Category: Q4 Mapping
Posted: Friday, Mar. 17, 2006 03:45 am
on an actual map its not as easy to fix the problems, the shadow dot doesnt adjust the direction the light faces, in my map theres a long hallway and you can see the conical penumbra shape on the floor and one side of the hall is slightly brighter. -- i cant align my textures the way i want to or i get those abrupt shadows, this is wierd that texture alignment is affecting the lighting.
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foyleman
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Category: Q4 Mapping
Posted: Friday, Mar. 17, 2006 01:08 pm
I'm willing to help you look for a solution. However, I will need an example to work with.
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narc
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Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Category: Q4 Mapping
Posted: Friday, Mar. 17, 2006 02:39 pm
i pasted an example and it broke the website, guess it was too big [lol] click the edit button on the blank post above and you can read it.

Warning: preg_replace(): Compilation failed: regular expression too large at offset 0 in /home/modsonli/public_html/includes/BBCodeParser/Filter/Code.php on line 87

edited on Mar. 17, 2006 09:42 am by narc
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foyleman
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Posted: Friday, Mar. 17, 2006 02:54 pm
lol. yeah. there are size limits.
zip and email if you can.
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narc
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Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Category: Q4 Mapping
Posted: Saturday, Mar. 18, 2006 02:56 am
some example files and screenshots
http://www.homestead.com/ramnor/files/downloads/light_test.zip
http://www.homestead.com/ramnor/files/downloads/light.jpg
http://www.homestead.com/ramnor/files/downloads/hall.jpg
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narc
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Since: Dec 1, 2001
Posts: 1204
Last: Dec 31, 2006
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Level 8
Category: Q4 Mapping
Posted: Saturday, Mar. 18, 2006 10:35 am
i think the reason is because im running on a radeon 9200, an unsupported videocard [sad] take a look at my screenshot of the hallway, maybe it doesnt look like that at all for you.
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foyleman
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Category: Q4 Mapping
Posted: Saturday, Mar. 18, 2006 01:56 pm
That is some good reasoning. I don't see the problems that you see.



I now see why you don't like the results that you are getting. I wonder if it translates the same after compiling? here is a pk4 of the compiled maps.q4lights_narc.pk4
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