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i got 2 simple quesitons questions,help me plz
Posted: Sun Jan 11, 2004 1:22 am
by M&M
1st question:in the advanced compile tuts it says
-threads: Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used. I'm not sure if this makes any difference, because I only have one processor.
well i got a lan,can i use other pcs cpus in th e compiling process ??! and if so then how?
2nd question:its rather more of a problem,i followed the sky light tut and i made a sky which looks fine but there are a couple of problems.1\the ground is pitch dark ,2\i cant c the sun in the sky (the tut said i should).
Posted: Sun Jan 11, 2004 1:41 am
by tltrude
1. That is ment of computers that have more than one processor inside the case. If you have more than one computer in your house, you can compile on one, and play on another. But, I don't think you can tell one computer on your network to compile, if it doesn't have MOHAATools on it.
2. Try these worldspawn settings:
suncolor 65 65 65
ambientlight 17 17 17
sunflarename sun
Getting the light to look the way you want it, is a pain in the butt! Every little thing you do to the map affects the light compile. So, test different setting each time you compile the map and, hopfully, it will look right by the time you finish it.
Re: i got 2 simple quesitons questions,help me plz
Posted: Sun Jan 11, 2004 1:43 am
by Axion
M&M wrote:1st question:in the advanced compile tuts it says
-threads: Sets the number of CPU threads to use. If not specified, all CPUs in the computer are used. I'm not sure if this makes any difference, because I only have one processor.
well i got a lan,can i use other pcs cpus in th e compiling process ??! and if so then how?
2nd question:its rather more of a problem,i followed the sky light tut and i made a sky which looks fine but there are a couple of problems.1\the ground is pitch dark ,2\i cant c the sun in the sky (the tut said i should).
No, having a LAN will not allow you to use the CPU's of any computers connected through it besides your own.
As for your other problem, make sure that you entered everything properly in the entity dialogue box, and make sure that you entered it under worldspawn. If you have ambientlight and suncolor values entered, your ground should not be dark (unless you used a dark texture).
Posted: Mon Jan 12, 2004 12:59 am
by M&M
well,i wanna get one thing straight.i typed suncolor
70 70 70 ,sundirection
-45 90 0,sunflarename
sun(just like in the tutorial)but the ground is pitch black (and ofcourse the texture isnt

).do i have 2 have ambeint light 2 light the ground ,in the tut it says
Another useful lighting method is ambient light
what i understood is that its an alterative way.
and y cant i c a "sun" in the sky.the tut said that i should c a flare when i look at the sun ,but i cant find it up there

,i want the effet that makes the sun blind ur eye when u look at it
Posted: Mon Jan 12, 2004 1:25 am
by omniscient
u ahve the sun underground lol. change the negative 45 to a positive 45.
Posted: Tue Jan 13, 2004 10:12 am
by crunch
No, -45 90 0 does not put the sun under the ground.
It puts it due West, halfway up in the sky. (as long as northyaw is not changed)
Ambientlight is used along with sunlight to keep shadowed areas from being black, or the texture rendering poorly.
tltrude had a good example. Also be sure that you have no spaces in your setting names i.e.: ambientlight, suncolor, sundirection, sunflarename not ambient light, sun color, sun direction, sun flare name.
Be sure that WORLDSPAWN is selected in the entity window when applying these values.
And lastly be sure that it is in the correct field in the entity window.
Posted: Wed Jan 14, 2004 2:16 pm
by M&M
well,im sure that i have no spaces ,that i have selected worldspawn and that the northyaw (whatever that is) isnt changed.i tried putting 45 instead of -45 but no difference. im not quit sure that i got what ur saying about the correct field (if u mean worldspawn then y did u mention it twice).
So ur saying that ambient light isnt needed 2 light flat terrain,but rather more rugged or rough terrain.so y does my flat terrain appear pitch black??!!
another problem i ran into is making a door that u have 2 blow up ,i put in the enitity window under the func_door the word health then i chose 100 as a value but it didnt work,i tried changing the number to 1 but no difference,when i compile the map and test i cant make the door budge!!!!
oh and tnx 4 ur response
Posted: Wed Jan 14, 2004 9:47 pm
by Axion
Is there any way that you can post your map so that we could download it? I'm sure that someone would easily be able to figure out the trouble if they could see the problem up close.
A different way to make a destroyable door would be to make it a func_crate and set its health. This works best if it's a wood door. If you wanted the door to sound locked and have a message to come up telling players that the door needs to be destroyed, you would have to put a trigger_use around the door that targets it, as well as a little scripting.
Posted: Thu Jan 15, 2004 9:14 am
by M&M
well that idea would work and i might try it,but i was thinking of making this door look like part of the wall (sort of a hidden area) ,so probably the wood sound might be abit unsuitable.ill have a try at it anyways.
about the sun can any1 tell me exactly how he would do it and i would c where i went wrong ,cause im using ambient light right now 2 light my flat terrain,instead of using sunlight.
Posted: Thu Jan 15, 2004 3:41 pm
by M&M
well,the sun somehow suddenly worked (i was changing other detalins in the map and testing when i realised there was 2 much light

) .
abou the door thingy ,i tried putting func_barrel 2 achieve the exploding door effect but i didnt expect 2 be obliterated 2,i tried the func_crate idea and it worked fine ,but im unhappy about the sound and the debris (its supposed 2 be have a stone texture ).
one more problem just arrised ,m trying 2 make a freakin ladder but i havent been able 2 make one,i did everything in the tutorial but it doesnt show up in the bsp when i test it(its just not there)althought i have chosen the ladder texture and made the 180 angle.oh the ladder is just one brush which is 24,88,256 (x,y,z)
Posted: Thu Jan 15, 2004 6:46 pm
by bighoss
Did you make the ladder texture brush functional by using func_ladder? If not that might be your problem.
Posted: Thu Jan 15, 2004 6:55 pm
by wacko
M&M wrote:...it doesnt show up in the bsp...
the ladder entity func_ladder with texture common/ladder IS invisible.
It's just for your feet and hands. For your eyes, you'll have to build another one with regular brushes.

Posted: Thu Jan 15, 2004 6:59 pm
by bighoss
Exactly, sorry bout that I neglected to state that fact.

Posted: Thu Jan 15, 2004 7:15 pm
by M&M
YEAH,i discovered that its only needed on another brush,nut after i made another one it still didnt work.i tried changing all angles 90 180 270 360 .but i cant go up the ladder .
this is how i made it,i made a brush (the ladder,without the func)and another brush with the (func on) but it didnt work
Did you make the ladder texture brush functional by using func_ladder? If not that might be your problem.
how else could i do it???
Posted: Thu Jan 15, 2004 7:21 pm
by wacko
so, you
made a brush
AND textured it with common/ladder
AND turned it into a func_ladder
AND gave it the correct angle
??
maybe send me the map and i'll have a look!