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by Aardappel
on 01/05/2002 01:55, 15499 messages, last message: 12/08/2021 21:22, 8825868 views, last view: 12/09/2021 01:16 |
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#8961: .. |
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by djGentoo
on 09/03/2007 08:52
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I\'d personally recommend PCLinuxOS. It\'s i586-optimized (read: FAST), easy to use, and comes with a complete system out of the box. If you\'re sticking with SuSE (which is, no offense, a bit bloated), then I\'d recommend an upgrade. 10.1 was a horrible release from my experience, but 10.2 is better, and 10.3 is due out in about a month. ;) So look into it.
PS: They changed their name (*again*) to openSUSE after 10.2.
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#8962: Re: Cube 1 editing question: Lightswitch |
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by Tennessee Cliffy
on 09/03/2007 09:03, refers to #8959
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Okay, thickening the walls, insetting the "light alcoves" more, and playing with the other variables has given it a nice little effect, although I did think of another possible workaround (maybe for a different map). Let me run this one by you.
I've tried to fing it in the docs, but is there a command or cfg. line that sets a minimum abient light level (other than fullbright)?? If there is I think I can put a great number of lights with an intensity equal to the minimum, and then script the switch to "SCALELIGHTS 0 800" and recalc. All I need is that one little command that I think I'm missing...
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#8963: Re: Cube 1 editing question: Lightswitch |
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by MeatROme
on 09/03/2007 11:04, refers to #8962
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Sauerbraten (Cube 2) has "ambient" ... and a lot more.
Your recalc will also only work in an (even temporary) edittoggle which will reset monsters and everything else when you revert back to the game - try constructing your level around the limitations - or rather view them as challenges/opportunities ;-)
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#8964: Re: Cube 1 editing question: Lightswitch |
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by Tennessee Cliffy
on 09/03/2007 13:01, refers to #8963
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Actually recalc works in both modes, so it's a handy thing to call in a script, especially this one.
I settled on using switch "doors" 2 cubes thick to block the lights, and it ended up working really really well. There was a very dim glow from the blocking walls until I threw the switch, and then the place lit up like christmas (well, like a 16 cube radius christmas...). I had to script in the recalc to the switch still, otherwise it kept the original lightmap.
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#8965: Re: HELP |
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by Drakas
on 09/03/2007 16:05, refers to #8956
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Ubuntu for newbs!!!!
Suse sux!
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#8966: Re: Cube 1 editing question: Lightswitch |
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by Acord
on 09/03/2007 19:51, refers to #8958
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Actually, it could be done even with lightmaps. Half-life had no issues with this.
The trick is to generate a lightmap for each stage of the lighting, whether the light flashes or whatnot. Generate only new lightmaps that are appropriate to the event, and make it so that the when the base lightmaps are generated such lights are considered off. Then it can generate a lightmap for each light and overlay them, making the maps transparent or solid depending on what is needed.
This way, you could have multiple light sources that could change states right next to each other that could all render correctly without exponentially expanding the number of lightmaps needed. You'd just have to make the overlays render in an additive manner.
Obviously, this is going to increase the size of the level file, so mappers should use it sparingly. Also, the lightmaps would have to use PNG or something similar in order to get the alpha right, but the cool thing is that PNGs are very small when large areas are the same color/transparency.
Yes, it could be done. Is it something that everyone will benefit from? Would it be used to significantly improve the quality of the maps? If it would, then it may be worth the devs time to implement. If not, pointless.
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#8967: Re: HELP |
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by djGentoo
on 09/03/2007 20:59, refers to #8965
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Sarcasm? Or did someone sneak on to your comp and post that?
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#8968: NEED MAJOR HELP |
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by Fayko
on 09/03/2007 21:30
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first can any1 tell me how to add the capture the base mode on a map and second can any1 teach me a bunch of stuff becuz i cant even make a bloody temple aim = ucjuggernaught2@aol.com hotmail = gothicwolf.666@hotmail.com plz help
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#8969: .. |
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by Acord
on 09/04/2007 00:28
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1: point to where you want your base. Open the console with the tilde key. Type newent base
2: Practice. You'll get better.
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#8970: Re: Cube 1 editing question: Lightswitch |
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by Tennessee Cliffy
on 09/04/2007 03:20, refers to #8966
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Neato. Two questions, though.
1. Are you saying this is something **I** coould do with lightmaps, or something that is theoretically possible from a developer's standpoint? Cause my "light alcove + trigger walls" solution works well enough for me at this time, but this lightmap thing sounds interesting...
2. Is there a way to "reset" switches ingame. Like two switches that cancel each other's effects (i.e open/close a wall, on/off a light, etc...).
You guys are beautiful. Thanks for all the help so far!
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#8971: Re: Help please |
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by mastrfish
on 09/04/2007 04:05, refers to #8954
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i have the same problem, and my video card driver is installed. im running ubuntu, but i saw my friend had it working on ubuntu. i don\\\'t know how to install or download opengl, and i think thats the problem.
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#8972: Re: Cube 1 editing question: Lightswitch |
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by Acord
on 09/04/2007 07:46, refers to #8970
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Possible from a dev standpoint - I think. I'm not real sure how the lightmaps work in Sauer, whether it can load them in game or not.
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#8973: Re: Cube 1 editing question: Lightswitch |
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by Quin
on 09/04/2007 08:19, refers to #8966
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I like the idea of switchable lightmaps.9
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#8974: Re: Cube 1 editing question: Lightswitch |
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by Tennessee Cliffy
on 09/04/2007 13:35, refers to #8973
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Me too. Well, anything that'll let me turn lights off and on (I'm like a two year old...)
I've also discovered that the SCALELIGHTS command works in both modes, so I could script it in to increase the lighting in the entire map. Not exactly what I needed, but interesting nonetheless.
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#8975: Re: Cube 1 editing question: Lightswitch |
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by Quin
on 09/04/2007 13:42, refers to #8974
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This would be easy to do in code for Cube 1, due to dynamic lighting, but nobody codes for that anymore, unless you count AssaultCube.
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#8976: Re: Cube 1 editing question: Lightswitch |
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by eihrul
on 09/04/2007 13:49, refers to #8975
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The problem with switchable lights is they require a combinatorial explosion in the number of lights. If you have N switchable lights, you require 2^N different lightmap configurations, and that's if the lights are simply ON or OFF.
So if you have 8 lights, then that's 256 different sets of lightmaps... eeew.
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#8977: Re: Cube 1 editing question: Lightswitch |
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by Tennessee Cliffy
on 09/04/2007 13:58, refers to #8975
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That's too bad. Assaultcube seems a bit silly to me.
I know it's supposed to be serious, but if I wanted serious I'd play something else. I just imagine the AC soldiers at boot camp...
Drill Sergeant: SIMMS! What the hell are you doing?
Pvt. Simms: Rocketjumping SIR!
Sgt: Well, cut it out. this is BUNNYHOPPING day, and next we've got STRAFEJUMPING. Now start hopping on the double!
additionally, I'm a bit surprised that Saurbraten doesn't have dynamic lighting. haven't played enough of it I guess. What happened to the rockets' red glare?
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#8978: Re: Cube 1 editing question: Lightswitch |
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by Tennessee Cliffy
on 09/04/2007 14:03, refers to #8976
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256 lightmaps, eh? Wow. that's pretty wild.
Now if (in Cube 2) I were to have two rooms (i.e. sets of lights) that were switchable, then it'd only use 4 lightmaps though, right? (both off, one on, other on, both on). That's not too bad. Having every light in the place with a lightswitch is a bit much, but a couple might be more doable.
not that I'm doing it... I'm still cutting my teeth on cube 1.
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#8979: .. |
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by makkE
on 09/04/2007 14:16
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Tenessee: AC is not supposed to be seriious at all. Itīs supposed to be fun.
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#8980: Re: .. |
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by Tennessee Cliffy
on 09/04/2007 14:22, refers to #8979
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I didn't mean any offense. I just wanted to use that drill sergeant bit...
It's just not my style. I prefer the "rust and rockets" of cube and quake to the AC / CS style.
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