Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 7 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Previous Page
subscribe
Author Topic: GTKRadiant 1.3.7 dev (FYI)
twitch
General Member
Since: Jun 15, 2002
Posts: 63
Last: Sep 3, 2006
[view latest posts]
Level 3
Category: SoFII Mapping
Posted: Tuesday, Apr. 22, 2003 07:56 pm
works for me too, thx!
Share |
nomis23uk
General Member
Since: May 6, 2003
Posts: 31
Last: May 21, 2003
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Friday, May. 9, 2003 03:05 pm
ok call me dum but i cant find this file in the grtkradiant 1.3.7 directory that u have to edit to be able to enable chaulk feature. is there a way of adding lights to a map in gtkradiant 1.2.10? beacsue that version worked ok without all these bloody buggs. i used to use the 1.2.10 ages ago and i had to download summit to enable lights anyone know what it is? i cant remember.

please help.
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Friday, May. 9, 2003 03:11 pm
Look in the program files/soldier of fortune II/radiant-1.3. I am seeing it in the root of that location.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Friday, May. 9, 2003 03:21 pm
If you Right Click in the Grid View you don't see light or lights?
There was a page in the setup tutorial that wanted you to copy and paste text in the entities.def file which included (light) but I don't see that in the tutorial now.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Friday, May. 9, 2003 03:23 pm
This is what it looked like:

/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) nonlinear angle negative_spot negative_point q3map_non-dynamic
Non-displayed light.
"light" overrides the default 300 intensity.
Nonlinear checkbox gives inverse square falloff instead of linear
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
"scale" light falloff, 4.5 was used in the example map.
"_color" rgb percentage - red is 1 0 0, decimals are allowed.
"target" the targetname of the info_null the light is pointing to
"targetname" for switching, the name of the light, switch would have same target.
"style" the style or appearance of the light given off.
0 normal
1 FLICKER (first variety)
2 SLOW STRONG PULSE
3 CANDLE (first variety)
4 FAST STROBE
5 GENTLE PULSE 1
6 FLICKER (second variety)
7 CANDLE (second variety)
8 CANDLE (third variety)
9 SLOW STROBE (fourth variety)
10 FLUORESCENT FLICKER
11 SLOW PULSE NOT FADE TO BLACK
12 FAST PULSE
13 Test Blending
*/
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
nomis23uk
General Member
Since: May 6, 2003
Posts: 31
Last: May 21, 2003
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Friday, May. 9, 2003 07:44 pm
Yes i got the textures working on version 1.3.7 now thanx for telling me where to find the file to do it [biggrin]

About them lights in version 1.2.10 just ignore it thanx for the help anyway im just gunna use version 1.3.7 because all u have to do is right click.

whats the suitable light value? the deafult is 300? is it ok to leave it at 300? what do you peeps use?
Share |
rEdrUmMDK
Preferred PLUS Member
Since: May 29, 2002
Posts: 6787
Last: Feb 12, 2009
[view latest posts]
Level 10
Admin
Category: SoFII Mapping
Posted: Saturday, May. 10, 2003 12:19 am
The light value would depend on the mood of your map. Maybe some places will be dark and some darker or very brite. Also with the light entitie selected you should be able to hit the K key and change the color of the light also. Normally I set the worldspawn ambient light at 200 for building purposes. That can also be used in the final phase of the map with the light entities. You will have just have to play witht the settings to set the mood that you want. Good Luck.
Backup Your Work or your Work will be gone.
http://www.modsonline.com
better red than dead
Share |
Restricted Access Topic is Locked
Page
Previous Page
subscribe
MODSonline.com Forums : Soldier of Fortune : SoFII Mapping

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»