Search found 38 matches

by Stevo
Fri Mar 05, 2004 12:18 am
Forum: Scripting
Topic: Light attributes: No_Entity_Light?
Replies: 10
Views: 228

Well, I tried doing that... It didn't work, so that's why I'm asking about it.
Thanks, though.
by Stevo
Thu Mar 04, 2004 11:13 pm
Forum: Scripting
Topic: Light attributes: No_Entity_Light?
Replies: 10
Views: 228

Yes, what I asked was how to have a light not affect a door.

But, that is not all I asked.

I asked how to make a light not affect a door, but also affect everything behind the door (I should have made this more explicit). My topic was more specific than blocking light. Blocking the light from the ...
by Stevo
Thu Mar 04, 2004 8:37 pm
Forum: Scripting
Topic: Light attributes: No_Entity_Light?
Replies: 10
Views: 228

I beg to differ! The topic is no_entity_light, and there are already posts about sunblock and caulk shadow.

...And blocking the light, as I said before, is not a possible solution.
by Stevo
Thu Mar 04, 2004 6:00 pm
Forum: Scripting
Topic: Light attributes: No_Entity_Light?
Replies: 10
Views: 228

Strike two...

Whoa let's not get off topic here. I'm not trying to get some kind of non-solid sunblocker here. I already addresed that in a post about tree shadows. All I'm trying to do is figure out the no_entity_light stuff that is built into light entities.
by Stevo
Thu Mar 04, 2004 4:57 am
Forum: Mapping
Topic: Trouble fixing half-transperancies
Replies: 11
Views: 272

Some more information...

I've come up with some more info on the subject.

I managed to fix that one texture. Somehow, I made the backround (the silver lining) black (into an unnoticeable black lining). The trouble, though, is that I still don't know how to do it. I still have a bunch of textures, and I can't afford to ...
by Stevo
Thu Mar 04, 2004 3:41 am
Forum: Scripting
Topic: Light attributes: No_Entity_Light?
Replies: 10
Views: 228

Strike one!

Well, I still want the light to affect everything behind the door. The light needs to either not affect the door or to not exist at all.
by Stevo
Thu Mar 04, 2004 3:20 am
Forum: Scripting
Topic: Light attributes: No_Entity_Light?
Replies: 10
Views: 228

Light attributes: No_Entity_Light?

When you select a light in Radiant, and pull up the entity window, the second check box for the light reads NO_ENTITIES, and the description box says "...if "NO_ENTITIES" is set, this light will only effect the world, not entities". There is also a key listed (but no corresponding value) as no ...
by Stevo
Thu Mar 04, 2004 3:00 am
Forum: Mapping
Topic: Trouble fixing half-transperancies
Replies: 11
Views: 272

The texture's shader? Okay.



textures/steve/steve_railing01_h
{
qer_editorimage textures/steve/steve_railing01_h.tga
surfaceparm metal
surfaceparm fence
surfaceparm alphashadow
cull none
{
map textures/steve/steve_railing01_h.tga
blendfunc blend
alphafunc ge128
nextbundle
map $lightmap ...
by Stevo
Wed Mar 03, 2004 9:53 pm
Forum: Mapping
Topic: Trouble fixing half-transperancies
Replies: 11
Views: 272

Progress

You have a way with words, Random! That annoying "silver lining" is exactly what I am talking about. You were right on the mark, except that when I open the picture in Photoshop, the half-transperant pixels are still just that - they don't have a backround added to them yet, and so I can't change ...
by Stevo
Wed Mar 03, 2004 4:44 am
Forum: Mapping
Topic: Trouble fixing half-transperancies
Replies: 11
Views: 272

Trouble fixing half-transperancies

Hey, I'm using Photoshop 7.0 to make my .tgas for fence textures. The transperancy works fine. It's the blurred edges of the opaque pixels that are giving me trouble. Since targas don't support half-transperancies (or anything in between [or is that just me?]), Photoshop always uses some kind of ...
by Stevo
Sun Feb 29, 2004 3:06 am
Forum: Mapping
Topic: ladder help
Replies: 2
Views: 118

90 or 270 instead of 180, perhaps.

Well... I'm not entirely sure, but...

I just took a quick look at the radiant. It looked like 180 degrees was pointing east. If your ladder is facing south, like you said, and its angle is 180 degrees, MOHAA probably thinks your ladder is facing east (180 degrees) instead of south (270 degrees ...
by Stevo
Fri Feb 27, 2004 4:54 am
Forum: Mapping
Topic: What is the best method of adding tree shadows?
Replies: 7
Views: 216

Oh yeah. The "cull none", of course, isn't necessary.
by Stevo
Fri Feb 27, 2004 4:37 am
Forum: Mapping
Topic: What is the best method of adding tree shadows?
Replies: 7
Views: 216

A Solution!

Awesome. Thanks for all the help.

Here's what I've come up with:

My goal was to make a shadow that looks like a tree, but is also non solid and invisible. I couldn't find any textures like this in MOHAA so I made my own using one of the tree pictures.


textures/steve/treeshadowyeah
{
qer ...
by Stevo
Fri Feb 27, 2004 12:46 am
Forum: Mapping
Topic: What is the best method of adding tree shadows?
Replies: 7
Views: 216

Hmm

Well I couldn't find light_clip but I found a texture just called light. It affected lighting, of course, but it's also visible and solid. Arg.
by Stevo
Thu Feb 26, 2004 10:09 pm
Forum: Mapping
Topic: What is the best method of adding tree shadows?
Replies: 7
Views: 216

What is the best method of adding tree shadows?

I can't find the answer. I've found a few single-tree masked textures that cast some nice tree shadows for the tree entities, but grenades bounce off of them and that is extremely odd. What is the best method for adding shadows to trees? Is it possible for a fence texture to cast a shadow and yet be ...