Re: Skybox
Posted by Forceflow on
Sat Nov 29th 2003 at 11:41am
Posted
2003-11-29 11:41am
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Ok, I'm new to HL mapping.
Until this moment, I've only done some boxed rooms with some bridges and (with a little luck) some rounded corners. Placed a player entity in it, compiled the map and hopped around like a crazy rabbit, singing "I compiled my first HL map ... but it kinda sucks !"
I have some questions:
When there's a leak in your map, is the lightening still compiled ? I compiled one of my boxed rooms (after I placed some red light entity somewhere in the middle), and when I get into the map all the walls look so bright, but not red ... there's no light source ... ok, so I read the report, and it says I have 3 leaks. Ok, no big deal, but I want to know ... is it because of those leaks my lights didn't make it ?
Another question: I want to get rid of those boring boxed rooms, I want to try some "outside" stuff ... it can be very simple, like 2fort or something ... but how do I create a skybox ? (without creating huge leaks)
Re: Skybox
Posted by Leperous on
Sat Nov 29th 2003 at 3:39pm
Leperous
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Just have the SKY texture selected when you're making the sky, or hold SHIFT and click if you're using the texture application tool to put it on all the faces of a block.
Re: Skybox
Posted by Forceflow on
Sat Nov 29th 2003 at 9:48pm
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So, just to make sure:
I create some crappy outside bridges and some trees, I put a large hollow cube around it and apply the sky-texture on that cube (on the inside) ?
I don't think I really got it ... it's probably quite simple ... but hey ... I'm from Belgium :razz:
Re: Skybox
Posted by Forceflow on
Sun Nov 30th 2003 at 2:22pm
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Think I got it ... I'll go and create some boxed outside environment ... just to check :razz:
Re: Skybox
Posted by fizscy46 on
Mon Dec 1st 2003 at 2:48am
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My computer room looks like the former picture. Dark with the glow of the monitor
Re: Skybox
Posted by Forceflow on
Mon Dec 1st 2003 at 7:03am
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Mine looks so too ... but can you see the bright desert sky when you look up ? :razz:
Re: Skybox
Posted by Hornpipe2 on
Sun Dec 7th 2003 at 3:59am
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and of course, putting a light_environment in the map will make sky-textured blocks give off light!
Re: Skybox
Posted by mazemaster on
Sun Dec 7th 2003 at 4:09am
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You can force RAD to do lighting even with a leak by deleting the .err file before you run rad.
Re: Skybox
Posted by Forceflow on
Sun Dec 7th 2003 at 8:35am
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Myeah, but whats the use forcing RAD to do the lighting when you got a leak ...
Re: Skybox
Posted by Cash Car Star on
Sun Dec 7th 2003 at 10:19am
Posted
2003-12-07 10:19am
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There really isn't. The only reason I could possibly think of is you want to release a map, or possibly just an alpha of it, in a hurry for other people to playtest, and you haven't been able to hunt down the leak yet. This is bad for many many reasons (including that leaks lag the game when you're near them). I
f you're just making a test build to check the lighting/looks, you're better off just using big, untextured blocks to seal up the area you're still working on that leaks rather than forcing a leaky map to compile.
Re: Skybox
Posted by Forceflow on
Sun Dec 7th 2003 at 11:11am
Posted
2003-12-07 11:11am
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my point, exactly. :smile: