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Everything posted by Asgarath83
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The map Leaking error is a big trouble. because is impossible to make a light build of a leaked map. just you can do only the meta build of the brushes for see a map testing \ preview without any light and shadows. i ever work into the beta when i build \ edit a map. ai use light build just when i end the brushes part of works. however, for fix the entity leak, is sufficient to move the entity. this problem occurs when an entity (misc_model, target, NPC , spawner, items etc )is inside a brush. simply you need to move this entity outside of brush face \ edges for fix this. map leak is more complicated. if you have a leak into the map you can see when building get the error a red line that go toward the map, by an entity, to the point of leaking. the cause of map liking is that map have not a skybox full filled or that not all outside surfaces of brush are covered with "caulk" shader. the fastest way for fix the map leak trobuel is to create a large brush box that contain all map, make it hollow for make a box, and working on the thickness of the six faces of the boxes, extruding outside a lot. also few map units is suffificnet. then, use caulk for textures this box and use a sky shader inside the box. map leaking fixed.
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Hello i am open that because i have finished to do a retexture and re-edit of the map t2_rancor. basically there is a cave with a star, and outside, the valley of the entery of the hutt lair, has differents rock textures, and a dark sky night and the heavy rain with lightning and misty cloud with fx_rain entity used. i take into the valley terrain a lake of water and i place 2 inside box, contained into weather box shader. one is intoi the cave part of the map. the other into the lake, on the underwater part (because is not possible that rain efx is falling also inside the water XD ) when i build the map and i place into game and i loading, appears "warning, no weather zone encontured, generating" and map load, and work perfectly. but, if i reload the map with the file .WEATHER, if is load by game, by menu, or by a savegame, the weathering zone no works more, and rains also inside the water and the cave. how can i fix it? i tryied with an inside brush, with an outside brush and a weather brush, but in this case map crash loading and giving me error about inside and outside shader that touch each others. now can i build a decent weather zone for the map?
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@@Cerez Oh thanks very much for kindness! : 3 the number 2, with devil bat winged, please ^^ it's more demonic. Something like that: https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQpIYLwmtoc79chpsDV2h2j3TN1TsFzO5S8NhTe5uyP4RQ86VIo
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Where i can found a free or credit free gargoyle model low poly done with blender for convert into MD3 for my mod? D:
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understood Okay, i'll waiting. because for my Legacy of Kain mod, if you want to share code, i can use the stasis code for the spell called "incapacitate" that make paralysis. but i planned too that boss classes cannot be paralyzed and also player can break paralysis with a push or an absorb casting. NOTE: i working on SP code. :\
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@@JediBantha have you done also a working force stasys? if yes, i am interessed about his full working code for my mod. D: force breach can break forge rage \ absorb \ protect \ healing status, right?
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Yes, with me this works. i not now why but a skybox too thicky leakend the map. i suppose that engine not considere "solid" the brush with not enought thickness. some days ago i make a room with a floor. the player falling thorught the floor, like is not solid... with an increasing of thickness, i solve the problem. i suppose for the skybox is something like that. maybe the engine read the too thicky brushes as "degenerated" and so sign the leak.
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1 Make a skybox with a laaaarge rectangular box that contain ALL your map. 2: click on make hollow, so the big rectangular become a six faced box. 3: use system caulk for the skybox 4: use for the six inner face of the skybox the skies/ sky or your custom sky shader. 5: use angle editor or edge editor for extrude at lot into the outside direction the brushes of the six walls that make the skybox. i fix this trouble with a simply extrustion and a more big large dimension of the six skybox walls. you need to extrude into the grid view once brushes for time, not extrude more brush at same time, you can deform too much and this can take troubles because brush can degenerate.
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YES!!!
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it's good if they fix it is a really tedious bug,.
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Ramikad is right, without deleting this issue, map crashes ever when you load spawning a messalige like "entity 2233 without brushes" or something like that. func entities and triggers need to be applied to brushes for works
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Thanks for the tutorial 83 rebornmaster with mask on face
Asgarath83 replied to Langerd's topic in WIPs, Teasers & Releases
With a reskin can be also a niceful dark sorcerer D: -
Thanks for the tutorial 83 rebornmaster with mask on face
Asgarath83 replied to Langerd's topic in WIPs, Teasers & Releases
Cool D: nice! -
Nah i am mapping only for SP. func_usable? well i not want that the entire brush is visible but only the symbol like in t3_rift map. : \ if not, i use it. f
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I am making a maze map and i am making a labyrint... particular. the labyrint is inside a room with dark fog and wihouts visibility (i not know again how to make this room totally opaque and darkest). there is a chess floor. player need to reach a teleporter. for make this, he need to walk into a labyring done not by walls, but by trigger_teleports. if player touch the "walls trigger of labyrint" is teleported to the start of labyrint. this is really painfull as a testroom XD. however, i wanna to make a little help for player: on the floor, the triggers are marked by some shaders that is possibile to see with "force sense" powerr. so if player use force sense, can see the path of the labyrinth,. without that is pratically impossible to solve, also because enemies comes from the triggers for attack the player. and the plater into the fight can wrongly teleport heself ot fthe start, again, again eand again and again. welcome madness! XD however i used some rift symbols. the shader of rift force symbols is very cruptic because they are all setted for have as q_editorimage the rift/symbol1. also, into the builded map i see these symbol as shader image missing and they are marked as greyscaled blocked floor :\ how can work it?
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For what i think, the unique difference between a professiona modelers and a nice spare-time-modeler is: professional is payed.: \ but not ever money = quality ROTFL... XDDDD @zefilus ahahahah XD
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Yes! Ducky tusken! °W° No, okay, cool face concept, @@Langerd
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Nice painting man I am ever asked a trivial question: how is a tusken face? how is the face of a tusken without his sand mask?
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The bug of the map after the light compiling
Asgarath83 replied to Langerd's topic in Modding Assistance
Maybe they should be go all to summer holydays. D: -
The bug of the map after the light compiling
Asgarath83 replied to Langerd's topic in Modding Assistance
@@Szico VII can you help langerd? o.o -
The bug of the map after the light compiling
Asgarath83 replied to Langerd's topic in Modding Assistance
Well, i am using ambient ever also because it's too annoying put thousand of light entities into every chambers >.< i use that for reduce the number of light entity necessary to make brighter a map. i never understood why many maps are to brightness without ambient in their worldspawn flag. : \ but in your case i suppose is necessary an higher value. -
The bug of the map after the light compiling
Asgarath83 replied to Langerd's topic in Modding Assistance
@@Langerd add "ambient 100" on worldspawn for got an ambiental light illumination. increase this value make the map more brightness, reduce more opaque. without this flag on worldspawn also my maps are ever blacks >.< it's the amount of ambiental light, if you not put this, the brushes are darken and opaque like no light fonts are into the map. it's odd, but is a knew issue for me :S so you can set the amount of general ambient light with this parameter. value should not be bigger of the light entities value. for a full daily illumination put ambient 200 as value. ambient 100 is for a crepuscolar map. :\ -
for disable that you need to hack the single player code : \