Tremulous Forum

Media => Mapping Center => Topic started by: Menace13 on August 28, 2007, 07:40:24 pm

Title: Overall-Light
Post by: Menace13 on August 28, 2007, 07:40:24 pm
How do you set the Overall Light with the Ambient Key?

I am making a map and that is the light I am going to use. Picture of my map from above: (http://img116.imageshack.us/img116/5296/screenshot1ps8.th.jpg) (http://img116.imageshack.us/my.php?image=screenshot1ps8.jpg)
Title: Overall-Light
Post by: Survivor on August 28, 2007, 07:55:55 pm
Title: Overall-Light
Post by: ShadowNinjaDudeMan on August 28, 2007, 08:37:31 pm
I just put into any worldspawn

_ambient [numbero]

bingo.

Unless Ive spelt ambient wrongly...
Title: Overall-Light
Post by: Menace13 on August 28, 2007, 09:10:16 pm
I still don't understand. Is it possible to make it have the whole map just have light but not coming from anywhere just like has light as if from the sun but without an opening?

I will try to make it be light textures and have light come from then for now though.

Quote from: "Survivor"
Your buildstyle is inconsistent, either use one of the two correct methods, but by preference use the mitred (clipped one).
I don't understand that either.
Title: Overall-Light
Post by: ==Troy== on August 28, 2007, 10:35:54 pm
There are a few good guides on Q3 mapping, try them. Your mapping will completely screw the -vis and -light build, hence making it hard to play, due to the load on FPS. :roll:
Title: Overall-Light
Post by: Odin on August 28, 2007, 10:40:38 pm
_minlight and _minvertexlight are what you want here.
Title: Overall-Light
Post by: Menace13 on August 28, 2007, 11:12:49 pm
=\ I am not a programmer i have NO idea wat u r sayin.

How about I give somebody the .map and THEY do the rest? =\ I am totally confused!
Title: Overall-Light
Post by: Odin on August 28, 2007, 11:56:09 pm
Select any non-entity brush. Press N. Add _minlight as a key. Put a number between 0-100 as its value.

There's really nothing to it at all.

Oh, and read the manual please.
Title: Overall-Light
Post by: Taiyo.uk on August 29, 2007, 12:08:12 am
Quote from: "Menace13"
I still don't understand. Is it possible to make it have the whole map just have light but not coming from anywhere just like has light as if from the sun but without an opening?

Just as Survivor said:
Quote from: "Survivor"
Select a single, normal brush. Press n. Key Ambient, value 20, enter. If it doesn't enter select another brush, this is merely a small inconvenience no bug.

Quote from: "Menace13"
Quote from: "Survivor"
Your buildstyle is inconsistent, either use one of the two correct methods, but by preference use the mitred (clipped one).
I don't understand that either.

Your jointing method. You are using both mitred and butt joints, stick to one style. You also need to fix the overlapping brushes. Don't forget to caulk non-visible surfaces.

Quote from: "Menace13"
How about I give somebody the .map and THEY do the rest? =\ I am totally confused!

Because then you'll remain totally confused and consequently never make a decent map.
Title: Overall-Light
Post by: E-Mxp on August 29, 2007, 06:44:07 am
shouldn't this be in the mapping questions forum??
Title: Overall-Light
Post by: Caveman on August 29, 2007, 06:50:12 am
Where is the map?
Title: Overall-Light
Post by: ShadowNinjaDudeMan on August 29, 2007, 07:01:41 am
Im sorry about this, but I was just wondering why you need caulk, what is it?
What does it do?
Title: Overall-Light
Post by: Kaleo on August 29, 2007, 10:32:21 am
Caulk is a shader that the game ignores when compling... its for solid walls you're not meant to see.
Title: Overall-Light
Post by: Taiyo.uk on August 29, 2007, 12:40:41 pm
Caulking invisible surfaces (void-facing sides of walls, hidden surfaces, etc.) is an optimisation technique. It reduces the number of triangles that need to be rendered.
Title: Overall-Light
Post by: ShadowNinjaDudeMan on August 29, 2007, 06:59:13 pm
ah, thanks.
Title: Overall-Light
Post by: Odin on August 30, 2007, 01:40:02 am
I recommend starting every brush as caulk, then texturing the sides manually. Make sure you texture only the sides that can be seen from in the game. If you can never see a certain side of a brush, there's no point in texturing it.
Title: Overall-Light
Post by: Menace13 on August 30, 2007, 02:13:21 pm
@Odin: I use caulk and then texture it but I cant find the tool to texture one surface of a wall/door/entity/etc. But I deleted the map because I messed up on part of it and the whole thing got ruined. If anybody wants to be a mapping partner with me I could give them .map's and they could do the texturing/lighting/compiling. :P I suck, I admit it. :( Well, if somebody wants to be a mapping partner here are the necessary things:

Good with lighting systems.
Can compile their maps.

Here are the things that would be helpful:

Good with texturing.
Good with compiling
Has made a map before/is making a map.
Has an AIM address. (Mine is menacethe1337)

Well, I don't think I will ever be able to make a complete map. I mainly like making rooms. I think my latest map has good gameplay, if you call it that when there are only six textures and no lights.

So if you want some map plans just ask me. If you want a mapping partner just ask me.

I have a .map just waiting for you =)
Title: Overall-Light
Post by: Odin on August 30, 2007, 05:43:09 pm
Shift-Control to select surfaces.