im readint this tutorial site againg: <a href='http://cariad.co.za/twhl/tutorialbrowse.php?tuttype=1' target='_blank'>http://cariad.co.za/twhl/tutorialbrowse.php?tuttype=1</a>
The trouble begins when me change the {grill_inf wad from texture to solid to be the blue be cut out and we see trough the wad.
but the map compile and start but... im geting too much light i think could some one read the below text and help me?
[Reading texlights from 'C:\ARQUIV~1\VALVEH~1\tools\lights.rad'] [1 texlights parsed from 'C:\ARQUIV~1\VALVEH~1\tools\lights.rad']
2460 faces Create Patches : 30349 base patches 0 opaque faces 541399 square feet [77961560.00 square inches] 28 direct lights
BuildFacelights: 10%...20%...30%...40%...50%...60%...Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000) Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000) Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000)
.
.
HERE U CAN FIND SOME MILIONS OF SAME SAY WITH ANOTHER NUMBERS.
.
.
Warning: Too many direct light styles on a face(-640.000000,-1150.500000,-1248.000000) (105.30 seconds) visibility matrix : 54.9 megs
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000) Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Here's a quite good explanation on the "too many lightstyles.." error <a href='http://www.slackiller.com/tommy14/errors.htm#lightstyles' target='_blank'>http://www.slackiller.com/tommy14/errors.htm#lightstyles</a>
In short, on any one face you can have 1 lightmap (basic lights) and 3 dynamic light styles (lights that flicker or lights that have a name)
Note you can have 1 light map with 10 other flickering lights if you wanted, as long as they have the same properties. So all with the same name count as 1, and all with same effect count as 1.
all 6 light are caled white and have the same proprietes are white color and fluorescente style, the 3 red are called red and are red and have flicker b. now im compiling to see if work.
Lose that map your working on. It's making too many bad habbits for you that you need to break. You want your main lighting scheme to be textured lighting and not those entity based. You need to start teaching yourself a different technique.
Lose that map your working on. It's making too many bad habbits for you that you need to break. You want your main lighting scheme to be textured lighting and not those entity based. You need to start teaching yourself a different technique. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> finaly u gave me a wonderfull light, could tell me more about the textured light entity?
We don't want to flame you but the regular mapping forum is REALLY not the place to teach you basic mapping. That's not really the job of the Mapping Help and Troubleshooting forum either. Sounds like you need to go back and read some more tutorials and practice on them until you have a solid grasp of the concepts.
Says it all here: <a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=48' target='_blank'>http://countermap.counter-strike.net/Tutor...orial.php?id=48</a>
i m reading this again and get doubt what i does. and i call help for another source, because i dont think what i do is right, some times work another doesnt and i dont discovery what happen. im using this tutorial <a href='http://cariad.co.za/twhl/tutorial.php?id=54' target='_blank'>http://cariad.co.za/twhl/tutorial.php?id=54</a> and i will read the another source the guy said to me use. i see the know how very share in tutorials and i have troubles to join every piece so i ask help and keep the work, the last year i start learn and stop after months now i back and think i can do this so im here.
<a href='http://collective.valve-erc.com/index.php?area=search&game=Half-Life&category=mapping' target='_blank'>http://collective.valve-erc.com/index.php?...ategory=mapping</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I gave you three sites of tutorials. Just quoting my earlier post so that you can see them again.
"Hmm a one more thing, in WC3.3 folder, there are 2 files, one is "lights.rad" and another is "valve.rad". "valve.rad" file consists most of textures that should make light in halflife.wad, so if you are texturing with halflife.wad then I reccomend you to use it."
so i have to make a *.rad file for each my *.wad file i create? i have to share the *.rad with my *.wad? have some way like the wads to put includ the map? the light.rad doesnt need a light.wad? how me show the compile what *.rad to get like i did with the texture in hamer>options>texture?
1. You want to be working out of one, maybe two, wads for a map. It's not good to be using textures from every wad you add. For your sake, since your only learning, stick with NS.wad and NS2.wad. When you learn more you can make your own custom wad for a new mapping project
2. a RAD file holds light data for any texture that will emit light. It can be named anything as long as you name it *.rad and you keep the format right. Use <a href='http://countermap.counter-strike.net/Nemesis/index.php?p=2' target='_blank'>Batch Compiler</a> for compiling your maps (Yes, only one .RAD file for everything. So you can have separate light data for each map project for instance)
3. Listen to KungFuDiscoMonkey and read up on those tutorial sites, and keep finding more tutorials to learn from. Mapping is mostly about learning the concepts, breaking the bad habbits, and finding techniques that work for you.
im using 3 light to make a long light, and now the texture are a light textured so to make the efect i have to put 1 light in the edge in line to make the same long lamp or 1 centered lamp or i keep the both ideas with my 3 line up lights?
anyone know a better tutorial about env_spark to me use in place of the based entity light. the env_gama of ns what efect i have using it and how me use it, im thinking in use a fog in the room and increase when in the hive? the spot light i have to make a ghost brush of the machines on the room with null to be shine right? or i only put a null texture in a brsh cover the floor and all will work?
I thought a big arrow would convey the message more than any amout of words ever could <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
It is not our job to answer every single one of your questions. Especially when you show little effort to help yourself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> im maping, reading tutorials, making wads, configuration tools,downloading, testing map, look ideas to make the map, reading map foruns trying and trying i have many doubts and toubles maping but i keep try. im sketching the layouts and get some new erros and trying new stuff, icant know every stuff and ask? i post here my doubts. and call help for small parts of the maping issue. i will make there a topic to help here and i will post here only the map progress.
i find all of the architecture (at least from the pics) to be highly confusing.. and.. well.. uhg. Try to make things cleaner and at least a bit more orderly. Use a larger grid or something....
Comments
<a href='http://cariad.co.za/twhl/tutorialbrowse.php?tuttype=1' target='_blank'>http://cariad.co.za/twhl/tutorialbrowse.php?tuttype=1</a>
but the map compile and start but...
im geting too much light i think could some one read the below text and help me?
[Reading texlights from 'C:\ARQUIV~1\VALVEH~1\tools\lights.rad']
[1 texlights parsed from 'C:\ARQUIV~1\VALVEH~1\tools\lights.rad']
2460 faces
Create Patches : 30349 base patches
0 opaque faces
541399 square feet [77961560.00 square inches]
28 direct lights
BuildFacelights:
10%...20%...30%...40%...50%...60%...Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000)
Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000)
Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000)
.
.
HERE U CAN FIND SOME MILIONS OF SAME SAY WITH ANOTHER NUMBERS.
.
.
Warning: Too many direct light styles on a face(-640.000000,-1150.500000,-1248.000000)
(105.30 seconds)
visibility matrix : 54.9 megs
Warning: Too many direct light styles on a face(-685.000000,-1055.500000,-1274.000000)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Here's a quite good explanation on the "too many lightstyles.." error
<a href='http://www.slackiller.com/tommy14/errors.htm#lightstyles' target='_blank'>http://www.slackiller.com/tommy14/errors.htm#lightstyles</a>
Note you can have 1 light map with 10 other flickering lights if you wanted, as long as they have the same properties. So all with the same name count as 1, and all with same effect count as 1.
and my {grill isnt hiding the blue.
some help guy?
Lose that map your working on. It's making too many bad habbits for you that you need to break. You want your main lighting scheme to be textured lighting and not those entity based. You need to start teaching yourself a different technique.
Lose that map your working on. It's making too many bad habbits for you that you need to break. You want your main lighting scheme to be textured lighting and not those entity based. You need to start teaching yourself a different technique. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
finaly u gave me a wonderfull light, could tell me more about the textured light entity?
and i call help for another source, because i dont think what i do is right, some times work another doesnt and i dont discovery what happen.
im using this tutorial <a href='http://cariad.co.za/twhl/tutorial.php?id=54' target='_blank'>http://cariad.co.za/twhl/tutorial.php?id=54</a>
and i will read the another source the guy said to me use.
i see the know how very share in tutorials and i have troubles to join every piece so i ask help and keep the work, the last year i start learn and stop after months now i back and think i can do this so im here.
<a href='http://articles.thewavelength.net/section/9/' target='_blank'>http://articles.thewavelength.net/section/9/</a>
<a href='http://collective.valve-erc.com/index.php?area=search&game=Half-Life&category=mapping' target='_blank'>http://collective.valve-erc.com/index.php?...ategory=mapping</a> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I gave you three sites of tutorials. Just quoting my earlier post so that you can see them again.
<a href='http://countermap.counter-strike.net/Tutorials/tutorial.php?id=48#' target='_blank'>http://countermap.counter-strike.net/Tutor...rial.php?id=48#</a>
so i have to make a *.rad file for each my *.wad file i create?
i have to share the *.rad with my *.wad?
have some way like the wads to put includ the map?
the light.rad doesnt need a light.wad?
how me show the compile what *.rad to get like i did with the texture in hamer>options>texture?
2. a RAD file holds light data for any texture that will emit light. It can be named anything as long as you name it *.rad and you keep the format right. Use <a href='http://countermap.counter-strike.net/Nemesis/index.php?p=2' target='_blank'>Batch Compiler</a> for compiling your maps (Yes, only one .RAD file for everything. So you can have separate light data for each map project for instance)
3. Listen to KungFuDiscoMonkey and read up on those tutorial sites, and keep finding more tutorials to learn from. Mapping is mostly about learning the concepts, breaking the bad habbits, and finding techniques that work for you.
i mreading more.
the env_gama of ns what efect i have using it and how me use it, im thinking in use a fog in the room and increase when in the hive?
the spot light i have to make a ghost brush of the machines on the room with null to be shine right? or i only put a null texture in a brsh cover the floor and all will work?
It is not our job to answer every single one of your questions. Especially when you show little effort to help yourself.
ARROWTASTIC!
It is not our job to answer every single one of your questions. Especially when you show little effort to help yourself. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
im maping, reading tutorials, making wads, configuration tools,downloading, testing map, look ideas to make the map, reading map foruns trying and trying i have many doubts and toubles maping but i keep try. im sketching the layouts and get some new erros and trying new stuff, icant know every stuff and ask?
i post here my doubts. and call help for small parts of the maping issue.
i will make there a topic to help here and i will post here only the map progress.