Please ask your basic (newbie) questions in here. - by scumble
2003MINI on 8/4/2005 at 17:31
That's a good point. Yes, in the original mission (such as the training mission), there is usually a second light that gives and "ambient glow". I was looking to simply intensify the rays themselves, which would ultimately lead to a lower light-level since I don't have the ambient.
The emitters themselves have the particles and a small amount of "haze" or "glow" associated with them, but it's really faint. I put this as the only light source in a closed room and you could see the glow. I think this may be controlled by the "sheets" value in the emitter properties.
2003MINI on 8/4/2005 at 17:35
Man, I'm just spamming the board today.....
I built 2 512x512 brushes and connected them via a doorway that was 16x64x128. I placed a door in the door way. Room 1 has a light source in it. Room 2 does not. When I run the mission, there is light bleed-through from Room1 to Room2, seemingly THROUGH the wall! If I move the light source closer to room 2, but still in room 1, the bleed through is worse. If I move the light source to the far side of room 1, then room 2 is dark.
Why does the light bleed through, and how do I stop it? The textures that I used on the walls were one of the cement wall textures. Floors are cement block. Did I forget to set some property to stop the bleed-through?
SneaksieDave on 8/4/2005 at 17:58
Yep and no matter how much you move the light offset (which sucks to do, obviously) it'll probably never stop, because as I've found (after hours of tweaking and ripping hair out), on each compile it's built slightly different - the damn issue keeps coming back no matter what!
However. :) Happy to report, that a (
http://www.ttlg.com/forums/showthread.php?p=1229908#post1229908) fix has been found.
Not sure if this is wiki'd. Hmm.
Boogalou on 8/4/2005 at 18:38
I've spent all morning trying to get my lights the way I want them and am failing miserably. For some reason I can't change the properties of lights I've already placed in a room. I right click on the light, find the lighting properties, radius, etc, but it won't let me change the values. They're all locked into default values. How do you change them?
Also, how exactly would you for instance get a couch to glow? I right click on the couch, add property, then add just about every lighting option I can find, color, shape, light on, everything, and the dumb thing won't glow. I get zero light. I'd really appreciate it if someone would tell me the exact steps to take to get my couch to glow :)
Thank you!
Boog
Boogalou on 8/4/2005 at 22:10
Ignore my last question, my glowing disco room is now complete :cool:
Maximius on 9/4/2005 at 15:27
I have successfully installed my first moving door but I have a question about the wall its placed in. The room Im working in is 16 units wide and 16 high. Should I build a wall to those specs, filling in the space completely, then carve a doorway out of it or should I build the wall around the door, in sections so to speak. when I look at the game maps, its seem as if the doors are carved out of the wall brush itself but I am not sure.
NM problem solved
SneaksieDave on 9/4/2005 at 16:12
There are a few of schools of thought:
1. Carving the "doorhole" out of a wall is certainly the quickest and easiest way. Also, if you ever need to move or resize the doorway, you just move or resize the hole (very cool). A big advantage to having both additive and subtractive brushes at your disposal.
2. Building it in sections around the door, as you said, is slower and harder, but you have more explicit control over the BSP splitting of brushes. That will possibly create a more optimized BSP.
3. In the long run, most of the time (if it's not a jagged, irregular weirdo brush hole) #2 is irrelevant if the BSP process does its job well, so go with #1. If performance is a serious issue or your doorway is oddly shaped, you might want to try #2.
Edit: too late! well, I'll leave this here anyway.
doctormidnight on 9/4/2005 at 23:28
I'm doing part two of my "let's recreate london" and this is Bridewell. I ran into a rather strange problem with lighting, and was wondering if this was a common occurence or just something I've missed. I fiddled with the ShadowExtrusionDistance on the torches, and had to set them to 1024 to prevent the light from bleeding through the adjacent walls, but it still occurs.. sort of. See video below.
(
http://www.sherlockholmesarmy.org/t3ed_odd_lighting.wmv)
mol on 10/4/2005 at 07:16
Quote Posted by SneaksieDave
Edit: too late! well, I'll leave this here anyway.
I'm glad you did -- it will be helpful for others Read: me.. :thumb:
doctormidnight on 10/4/2005 at 08:48
Quote Posted by SneaksieDave
There are a few of schools of thought:
1. Carving the "doorhole" out of a wall is certainly the quickest and easiest way. Also, if you ever need to move or resize the doorway, you just move or resize the hole (very cool). A big advantage to having both additive and subtractive brushes at your disposal.
2. Building it in sections around the door, as you said, is slower and harder, but you have more explicit control over the BSP splitting of brushes. That will possibly create a more optimized BSP.
3. In the long run, most of the time (if it's not a jagged, irregular weirdo brush hole) #2 is irrelevant if the BSP process does its job well, so go with #1. If performance is a serious issue or your doorway is oddly shaped, you might want to try #2.
Edit: too late! well, I'll leave this here anyway.
I.. But... I didn't know you could duplicate and/or move those holes around. I've been going back making new "holes" over and over. I want to shoot myself now, but I would probably use the "subtract" button on accident.