uncolourable coronas

If you're looking for mapping help or you reckon you're a mapping guru, post your questions / solutions here

Moderator: Moderators

User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

caulk

Post by tltrude »

A tunnel support column would only have three faces--if you use caulk. Boxes have 4-5 faces, and they make it hard for players to run from granades. If the column is 32 or more wide it will hide the player in a long tunnel. But, a box or, stack of boxes, has to be 64 tall to hide a player. I'm not saying to put support columns in your map, only don't think of them as bad things to have.
Tom Trude,

Image
User avatar
diego
Captain
Posts: 245
Joined: Sun Dec 21, 2003 10:47 pm

Post by diego »

M&M wrote:how do i stop light from passing thru a wall (brush) without reducing the size?
cause when im over the ground and pass over a light source the weapon turns red (im sure i look red 2 if some1 else saw me).also the red light sometimes lights other areas i want dark.
Actually, I had that same problem with my tunnels. My gun would turn blue when I ran on the ground above the tunnel. I couldn't figure out why the brushes were not blocking the light. That's why I moved my lamps to the floor to simulate emergency lighting. I could not reduce the size of my lights any more so that was the only way to move them down so their radius did not poke out above the ground.

The only other thing I can suggest you do is move your tunnel deeper. That was not an option for me.
Diego
User avatar
wacko
Field Marshal
Posts: 2085
Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

M&M wrote:how do i stop light from passing thru a wall (brush) without reducing the size?
cause when im over the ground and pass over a light source the weapon turns red (im sure i look red 2 if some1 else saw me).also the red light sometimes lights other areas i want dark.
u don't have to set the lights just below the ceiling and they don't have to be where the lamps are. Maybe setting them lower would help.
why can't you reduce the size? you could do 2 smaller lights instead of one big.
have u tried to use spot lights to avoid the light above the light source? dunno whether this works, but u could give it a try.
k/v: angles/90 0 0 and k/v:spot_angle/90 would make a half sphere shining down
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

well,actually the lights are smaller and they arent right underthe ground .they are somewhere in the middle of the tunnel like the diagram below where the X is the light ,O is the lamp ,- is the wall and . is empty space,i just added the dots 2 fill up the spaces cause it looked stupid without them.anyways ,if i make the light lower than that and things wouldnt look normal.

-----o----
-..........-
-.....X....-
-..........- Side view
----------

if i make them any smaller they would affect the looks (make it worse) of the tunnel. i noticed there is 2 radiuses (cant remember the names) ,one radius is where the actuall lighting is and the other is where the light fades away until it omes 2 the end of the 2nd radius.so can i reduce the 2nd radius somehow?id hate 2 make it a spotlight as it would ruin the lighting but i dont want 2 look red everytime i pass over a lamp :oops: .
what about caulk shadow ,sun block ..... textures couldnt they do anything 2 help?

ur right tltrude ,support beams will add a better look and i could use them in conjuciton with the boxes 2 make a battle zone like no other :wink: .even after those crates i feel that the tunnels look a bit empty :roll:
Image
User avatar
tltrude
Chuck Norris
Posts: 4774
Joined: Sun Jul 07, 2002 4:03 am
Location: Oklahoma, USA
Contact:

overbright_range

Post by tltrude »

You can make the bright part of the light bigger by using this key/value.

Key: overbright_range
Value: 1.5

The default size is 1, and the max is 2.5--at max there is almost no dim part. The min is .01 and the light would be almost all dim part. So, you can make the light smaller and the overbright_range larger. That should keep it from lighting the ground above, but still give the same light in the tunnel.
Tom Trude,

Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

perfect,just what i want (i hope) ill give it a go sometime 2day. tnx alot
do u happen 2 know if caulk shadow ,sun block ..... textures affect the lightning also?cause i dont want 2 have 2 do a full compile 2 find that im wrong or that i applied it the wrong way
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

nope,doesnt work :( .i hoped that i could max out the overbright range then reduce the light entity itself but it just didnt get smaller :x .so know im left with the possibility of textures ,guess im gonna try them 2
Image
M&M
General
Posts: 1427
Joined: Sun Sep 14, 2003 1:03 am
Location: egypt
Contact:

Post by M&M »

yay,i have found a solution 4 the light problem ,adding a brush w/ caulk shadow as texture in the direction u want 2 block light should block lighting from spreading 2 other areas u dont want 2 :wink: .

now all is left is 2 make the colours right and the map will be out ......

note 2 tltrude:i removed the support columns as they looked stupid after i added them (i thought they will look good),they didnt quite mix in with the tunnels theme if u know what i mean so i replaced them with explosive barrels :twisted: :twisted:
Image
Post Reply