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NAB622

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Posts posted by NAB622

  1. t's been a really long time since I've touched Terragen, but after skimming a tutorial, it doesn't look like it has changed at all.

    That said, I think I see your confusion about a script. I didn't even know Terragen had scripts. It's not necessary to use one, you can just type the angle values from the script/tutorial directly into the camera settings and render each image manually if you want. The script is purely for convenience sake.

  2. Ah, okay. Your initial post seemed more like you were asking about using skies in general.

    As far as custom skies go, I won't be much help with generating them from scratch. However, it matters a bit what you're trying to generate, so what are you looking for? Starscape vs jungle vs city vs skyscape vs cloudscape could be generated with various tools.

    Off the top of my head, in the past I know Terragen, Photoshop, and Blender can be used. I'm sure there are many other tools that I am unaware of.

  3. When you say create a skybox, I'm assuming you mean you want to use one of the existing skyboxes from the game assets and not that you are creating one from scratch, yes?

    If you're using an existing skybox, it's as easy as opening textures/skies, and picking any of the ones with a "sky" placeholder image. Apply the chosen shader to any brush face that you want to treat as a sky boundary on the outer edge of your map. The game handles everything else automatically.

    If you need examples, you should be able to find them in any of the sample maps. Off hand, the only one I can think of is mp/ffa5.

  4. Are you using brushes or patch meshes for the terrain?

    If you're using brushes, there are probably some invalid brushes, so you should run a brush cleanup (You may also need to close and reopen Radiant for it to work properly). In future, try not to edit vertices as much as you can, since the vertex editor in Radiant is very very buggy. Whenever possible, edit edges instead.

    Also, if it's any help, EasyGen may help you generate terrain more easily too.

     

    If you're using patch meshes, make sure the mesh is facing the right way. I recommend against using patches for terrain, though, because the game physics has a lot of bugs that allows players to clip right through.

     

    I have no experience with any other method of making terrain.

  5. Change that to 512 width, 1024 height (Enlarging will result in the least quality loss). Then save as a JPEG/JPG. Note that this is not the best way to do this, but it will at least get your texture working and you can make adjustments later.

    You may have to re-fit the texture to the surface in Radiant, and recompile your map, but it should work then.

  6. Textures in Radiant have no resolution restrictions. However, in-game, a texture's width and height must be powers of 2. For instance, 128x128, 256x512, 2048x256.

    Additionally, the texture must be saved as a "Baseline" JPEG. Progressive JPEG will not work. I believe PNG also works but with some caveats.

     

    Edit: If neither of those is the culprit, it's probably a shader issue, which will need further diagnosis.

  7. It kind of looks like it's just displaying the lightmap on that brush instead of the shader. If you want to test that, see if a colored light in the room changes the color of the grate.

    If it is a glitched lightmap.....I'm not even sure why, or where to start. It's fixable, but there's a *lot* of trial and error involved without some kind of q3map2 warning or error being given.

  8. 7 minutes ago, jedimaster123 said:

    Well I had total 4 trigger_multiples that each was activating a unique set of lights

    I suppose I should have clarified, the default lighting also counts as a style, so the maximum you can have in that room is 3 styled/triggered lights. You may need to rethink what you're doing. Speaking of, what exactly is your goal there? There might be another approach that works.

     

    As far as the spectator shot, I'm not sure what's going on there! Weird stuff.... Are you using patch meshes in the corners perhaps?

  9.  

    29 minutes ago, jedimaster123 said:

    I'm a bit confused as to what does and doesn't count as a "light style" hitting a surface

    Any light with a style key, or a unique targetname, counts as a styled light. Multiple lights with the same targetname are grouped together and will function together as a single style. Color and brightness are irrelevant in all cases.

     

    Can you post a few pictures of the current state? Depending on how blocky the result is, there may be several solutions. Assuming nothing is glitched, my immediate thought is to identify the problematic surfaces, make them a func_group, then add a _lightmapscale value of 0.5 or less, and see if it helps.

  10. I doubt the T-Junction error has much to do with the lighting, although it is possible. See if a brush cleanup will help with the T-junction error.

    There is a limit on light styles per surface, though, and that's likely what's causing the most serious issues here.

    The best approach to switched lights is to use as few switches (And styles) as possible. If I understand correctly, light entities are grouped together by their targetnames during compile, and there's a limit of four different light styles (Switches included) per surface. It's okay to hit the limit, but surpassing it will screw things up royally.

    For reference, it is possible to use switched lights to make an RGB system, with a switched red, green and blue light on the same surface. It will hit the limit and throw warnings, but it does not surpass the limit, so it remains functional. However, any other switched/styled lights touching the same surfaces will break it.

  11. My suggestion is.....

    Make a single, large brush for the underwater effect that covers your entire underwater area, textured on all faces with caulk_water.

    Then for your water surfaces, either use a separate brush with a shader that does not contain the water property, or use a patch mesh for each one.

    Smoo likes this
  12. Autosprite2 is mostly used for energy beams and effects-style stuff. In the single player campaign, I believe the chains on Korriban use it.

    I've used it in several of my own creations, too. Taspir Power Complex v3 uses it on the CTF map. There are small vertical energy beams surrounding the flags for each team. Don't know if I ever released the source files for that, though...

  13. Okay, yeah, you'll definitely want to remake that brush. Don't do any vertex edits, make sure there's no chance of the game getting confused.

     

    Now..... In my opinion, autosprite2 isn't even a great idea here. The candle is large enough that you should seriously consider creating it out of geometry, with either a 12 sided brush or a patch mesh. Use autosprite2 for the flame at the top.

     

    In both cases, if you are using brushes be sure to also mark them as detail (Ctrl + M), that should discourage the geometry splits on each face.

  14. 2 hours ago, Botdra said:

    I think it may be because I was editing the shader then loading the .bsp again, instead of fully exiting JA.

    Actually, that's okay to do for most edits.

    Certain things like lightmaps have to be compiled, so recompile your map and reload the level in-game, and you should see the changes. That's probably why it suddenly started working for you.

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