aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
I still think it'd be cool if somebody did the landing pad on hera to show off source displacements <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin-HammerTwentyTwo+Jul 17 2005, 12:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HammerTwentyTwo @ Jul 17 2005, 12:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm, there seems to be a distinct lack of tutorials for doing lighting in source it seems <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
All i can find are them dynamic lights that swing, is there no way of lighting maps using the light.rad like in Half-Life 1 mapping? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> its possible to use lights.rad, but its a bit more difficult than hl1. not to mention that the lights dont emit light correctly if you use overlays for lights. but it works fine if our just having light emit from a texture.
look in the folder that has vvis, vrad, etc and lights.rad should be in there. the compiler will look for it in that directory first, but if you have different light settings for different mods, you can move that file out of that folder and put it in your mod directory.
The_CheatIt's a The Cheat!Join Date: 2003-11-19Member: 23191Members, Constellation
edited July 2005
If you can't use overlays for lights, then just chop up the border on the un-lit version of the light to form a hollow "box" and then place a brush inside that "box" with the overlay ("lit" version) texture. It might take more work, but I think it'd function the same.
I realize that some lights won't work with this method (especially if some of the ones from NS are ported), but it's just an idea. Another idea is to make the overlays give off light, but I don't know how well that would work.
Would it be cheating for me to port a room from Altair since I have the source <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Reminded me off Powerhouse first, silly of me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> . Tramline looks odd as the floor texture considering the location of that area.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
edited July 2005
<!--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-->Would it be cheating for me to port a room from Altair since I have the source <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
nah, actually that would be pretty interesting to see <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
ns_nothing looks cool insane
Updated rules that for final submission you have to include a before\after shot(s) with your final entry so we can see the improvement <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.
Hmm... fi I could find some resources on mapping with source, I'd enter...
but google hates me right now 0o' <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<!--QuoteBegin-BulletHead+Jul 18 2005, 02:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BulletHead @ Jul 18 2005, 02:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hmm... fi I could find some resources on mapping with source, I'd enter...
but google hates me right now 0o' <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I used this for all the cool source features: <a href='http://developer.valvesoftware.com/wiki/SDK_Docs' target='_blank'>http://developer.valvesoftware.com/wiki/SDK_Docs</a>
Just the first lighting pass but there you go. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Just out of curiosity, does Source support "projectors"? To apply a texture over a light and it projects it all the walls, even as it moves? If it does, that would look awesome on one of those lights <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
I don't think Source does, and that's another thing that I really wish was part of Source. Patches, and light projectors (which are really just textures - doom 3 is an excellent example). If source could impliment those two things it would easily become my favorite engine. Right now I'm torn, but I grown to love it more each day.
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited July 2005
Projectors wouldn't be hard to add. You wouldn't need any engine support, just add it to the compile tools. If the code can support spot lights, then I don't see any reason to think that it couldn't support lights of an arbitrary pattern.
Edit: spoke too soon. I forgot that the model lighting in source doesn't use the light maps anymore. Drat.
aeroripperJoin Date: 2005-02-25Member: 42471NS1 Playtester, Forum Moderators, Constellation
To bad, they looked great in far cry, but i'm starting to see some of Sources shortcomings :-/. Of course in the new version of NS they'll probably have cubemaps + normal mapping which will be way cool hehe.
The_CheatIt's a The Cheat!Join Date: 2003-11-19Member: 23191Members, Constellation
edited July 2005
Maybe Valve should think of taking a page out of UbiSoft's book and look at some of the awesome features they have in their modified Unreal engine that they used for Splinter Cell: Chaos Theory. If Source had that kind of lighting, it would be to die for. <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
EDIT: Response to the post below me: Since when was I bashing Source? I love the engine for Christ's sake; I'm just saying that it could be better.
Since this thread is slowly turning into lets bash source some more thread, lets get this back on track. Basically I'm done with cold turn with snow and all. It has the basic form of the ns version. I'm going back and making it more into a improvement on the map rather than just a remake in the source engine. Basically going back and taking boxy figures of the map and making them more round. (eg take 4 sided boxes and make them 8 sided)
Here is a nice shot of cold turn atm. I turned one of the windows to a 8 sided column for each side. It looks pretty good except you can't really cut those triangles out atm.
Just taking Belgarion's idea and making a map better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I noticed turning 4 sided boxes to 8 sided boxes really makes it look a lot better.
Textures pwn geometry imo. That is to say, a four-sided (4+2 meh) well textured brush beats an eight-sided (8+2) badly textured brush. That is to say, work on those pillar textures <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
If I may offer a suggestion Zeph: Those "pillars" don't look too hot right now.. in fact, I think you'd be better off with the original compared tho those. So instead of keeping the nearly-exact same form for the supports, why not embelish a bit more? You've taken it half-way there, but it needs the extra push to make it better. So my suggestion is to make the pillars more along the lines of this:
havinga slight problem with seeting rendermodes in func_illusionaries ie additive doesnt work. might be teh textuer i guess, but color doesnt work as well
havinga slight problem with seeting rendermodes in func_illusionaries ie additive doesnt work. might be teh textuer i guess, but color doesnt work as well
edit: i just noticed that texture alignments arent beeing carried from the editor into the game. Its enough to drive a man to drinking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> <3 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
[edit] as for the light ray problem, i don't know, you probably know more about source than me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
aonomusDedicated NS Mastermind (no need for school)Join Date: 2003-11-26Member: 23605Members, Constellation
Wow, nice work guys... I'm betting the devs might even turn to some of you guys to get NS:Source maps and content... if not, make your own map with all the new source goodness!
Now you can drop a giant crate on an onos....? ehehe << Random thought
I'm going to assume that if the render modes don't work, then you <b>must</b> specify texture render properties in a .vtf file, which means different textures for different effects.
douchebagatronCustom member titleJoin Date: 2003-12-20Member: 24581Members, Constellation, Reinforced - Shadow
im having a bit of a problem. i have a few rotating fans, using the model props/prodigy/fan1.mdl as prop_dynamic as the fan. the fans are moving and working fine. the fans are placed behind a grate, which is just a solid with a grate texture on it that has seethrough areas. well the problem is that the fan blades that are rotating appear to be in front of the solid with the grate texture on it, even though they are behind it.
the texture i was using was metalgrate011a_nopassbullets.
i also have a question of what is the difference between this texture and metalgrate011a. does this mean that on one the bullets will collide with it and go through it depending on penetration force, and with the other bullets will not collide at all?
Comments
All i can find are them dynamic lights that swing, is there no way of lighting maps using the light.rad like in Half-Life 1 mapping? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
its possible to use lights.rad, but its a bit more difficult than hl1. not to mention that the lights dont emit light correctly if you use overlays for lights. but it works fine if our just having light emit from a texture.
look in the folder that has vvis, vrad, etc and lights.rad should be in there. the compiler will look for it in that directory first, but if you have different light settings for different mods, you can move that file out of that folder and put it in your mod directory.
I realize that some lights won't work with this method (especially if some of the ones from NS are ported), but it's just an idea. Another idea is to make the overlays give off light, but I don't know how well that would work.
Just the first lighting pass but there you go.
nah, actually that would be pretty interesting to see <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
ns_nothing looks cool insane
Updated rules that for final submission you have to include a before\after shot(s) with your final entry so we can see the improvement <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->.
but google hates me right now 0o' <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
<a href='http://www.snarkpit.net' target='_blank'>http://www.snarkpit.net</a>
Whoa old school pic here, look at the generic health meter. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
And wow, bulg, awesome work on atmos.
but google hates me right now 0o' <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I used this for all the cool source features:
<a href='http://developer.valvesoftware.com/wiki/SDK_Docs' target='_blank'>http://developer.valvesoftware.com/wiki/SDK_Docs</a>
Just the first lighting pass but there you go. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Just out of curiosity, does Source support "projectors"? To apply a texture over a light and it projects it all the walls, even as it moves? If it does, that would look awesome on one of those lights <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<a href='http://computershopper.com.com/Far_Cry_PC/4528-9696_7-30960338.html?ssNm=27&tag=ssi' target='_blank'>Far Cry "projector" example</a>
..... I still want patches
<3 Q3
Edit: spoke too soon. I forgot that the model lighting in source doesn't use the light maps anymore. Drat.
EDIT: Response to the post below me: Since when was I bashing Source? I love the engine for Christ's sake; I'm just saying that it could be better.
<img src='http://www.raspberryheaven.net/~deathscythe/coldturn0014.jpg' border='0' alt='user posted image' />
Here is a nice shot of cold turn atm. I turned one of the windows to a 8 sided column for each side. It looks pretty good except you can't really cut those triangles out atm.
Here is also a after and before for the columns
<img src='http://www.raspberryheaven.net/~deathscythe/column.jpg' border='0' alt='user posted image' />
Just taking Belgarion's idea and making a map better. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> I noticed turning 4 sided boxes to 8 sided boxes really makes it look a lot better.
the room I chose is briefing room from eon.
havinga slight problem with seeting rendermodes in func_illusionaries ie additive doesnt work. might be teh textuer i guess, but color doesnt work as well
<a href='http://www.confusionville.net/breifingroom0012.jpg' target='_blank'>http://www.confusionville.net/breifingroom0012.jpg</a>
is render mode additive ammount 50. please note that shodows "are" disabled on teh
texture
enjoy.
and any help is of course appreciated
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{
"model" "*2"
"origin" "174 -192 74"
"disableshadows" "1"
"disablereceiveshadows" "1"
"rendercolor" "255 0 0"
"renderamt" "50"
"rendermode" "5"
"renderfx" "0"
"targetname" "v_smoke"
"classname" "func_illusionary"
}<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
edit: i just noticed that texture alignments arent beeing carried from the editor into the game. Its enough to drive a man to drinking.
the room I chose is briefing room from eon.
havinga slight problem with seeting rendermodes in func_illusionaries ie additive doesnt work. might be teh textuer i guess, but color doesnt work as well
<a href='http://www.confusionville.net/breifingroom0012.jpg' target='_blank'>http://www.confusionville.net/breifingroom0012.jpg</a>
is render mode additive ammount 50. please note that shodows "are" disabled on teh
texture
enjoy.
and any help is of course appreciated
<!--c1--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->{
"model" "*2"
"origin" "174 -192 74"
"disableshadows" "1"
"disablereceiveshadows" "1"
"rendercolor" "255 0 0"
"renderamt" "50"
"rendermode" "5"
"renderfx" "0"
"targetname" "v_smoke"
"classname" "func_illusionary"
}<!--c2--></td></tr></table><div class='postcolor'><!--ec2-->
edit: i just noticed that texture alignments arent beeing carried from the editor into the game. Its enough to drive a man to drinking. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
<3 <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
[edit] as for the light ray problem, i don't know, you probably know more about source than me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
note 1600x 1200]]
<a href='http://www.confusionville.net/breifingroom0022.jpg' target='_blank'>http://www.confusionville.net/breifingroom0022.jpg</a>
<a href='http://www.confusionville.net/breifingroom0026.jpg' target='_blank'>http://www.confusionville.net/breifingroom0026.jpg</a>
Now you can drop a giant crate on an onos....? ehehe << Random thought
the texture i was using was metalgrate011a_nopassbullets.
i also have a question of what is the difference between this texture and metalgrate011a. does this mean that on one the bullets will collide with it and go through it depending on penetration force, and with the other bullets will not collide at all?