Tremulous Forum
Media => Mapping Center => Topic started by: nubcake on October 07, 2008, 08:02:08 am
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Hi, ive made an alpha of my map, built spawns, set the intermission cameras etc, however when i start the map it instantly says humans win and i see a partial hall of mirrors effect (perhaps the camera is located at 0,0 which is void on my map?)
How come i cant play it, and how to fix it? (p.s Ive searched in tutorials, and some of those dont even build spawns!)
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Keep the spawns off of the ground. Structures that intersect solid parts of the map will not be placed at map startup. Could you post a screenshot of the HOM?
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Keep the spawns off of the ground. Structures that intersect solid parts of the map will not be placed at map startup. Could you post a screenshot of the HOM?
Ah thanks alot mate! Yeah i had them on the grid parallel to the floor on it, not slightly above. Only now im playing in pitch black (no lights lol). I havent added any lights, im not sure how to check if i had by accident? But if i havent how do i turn the brightness?
Edit: Scrape all the above... How do i make a normal "sun" light that will cover all the surface with a reasonably bright light? I also want to make light in a passage underground, there are very few light tutorials for trem (well specific ones about sunlight anyways)
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There are two ways to add lights, one is the light entity (RMB->light) or to use shader lights. Light entities create point light sources while shader lights are used to create light emitting surfaces. Shader lights are much more versatile and generally produce superior results - they are used to create sunlight effects. For most artificial light fittings you can just use light shaders from the stock maps to begin with. The stock skybox textures emit sunlight.
The q3map2 shader manual (http://q3map2.everyonelookbusy.net/shader_manual/) explains the shaderlight system.
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There are two ways to add lights, one is the light entity (RMB->light) or to use shader lights. Light entities create point light sources while shader lights are used to create light emitting surfaces. Shader lights are much more versatile and generally produce superior results - they are used to create sunlight effects. For most artificial light fittings you can just use light shaders from the stock maps to begin with. The stock skybox textures emit sunlight.
The q3map2 shader manual (http://q3map2.everyonelookbusy.net/shader_manual/) explains the shaderlight system.
Thanks alot :D i got it all done thanks alot for your help taiyo ill post screenshots soon :D
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Ok before i post any screenies, ive made some fog, which is in a dark room, but from the top of a hall on a 30 degree angle the fog is still very visible even with no lights in the area (Ie dark room but the surface of the fog is visible)... ive got the visibilty set to 1536 and colour as red. How do i make it so the surface of the fog very light?