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Messages - CarbineXT

Pages: [1] 2 3 4
1
Mapping / Re: Map decompiler
« on: September 19, 2006, 10:35:42 PM »
What does the new version of BSP have over the old one? I mean in terms of my problem.

How would I get PB working for it? I tried once and failed :).

2
Mapping / Re: Map decompiler
« on: September 19, 2006, 08:35:48 PM »
Sorry, I mean .bsp.

eiii, do you mean that it doesn't transfer over light entities or lighted surfaces?

3
Mapping / Map decompiler
« on: September 19, 2006, 07:50:06 PM »
Hello all,

Not my usual question style, but is there a good decompiler for maps? I was working on my latest maps when BSP threw at me one of its occasional crashes. It saved the map and erased everything inside the file. All I have now is the .map file. There was a lot of work in the map and I couldn't recreate it I reckon.

Thanks.

4
Mapping / Re: Light length casting
« on: September 18, 2006, 09:58:36 PM »
Lol, I don't know that that would be advisable. Since my best to date, I hadn't finished the base design so it wasn't lighted, I dropped that one because r_speeds were going over 3000 and vising just wasn't going. It was pretty well detailed, designed for two team fights, one in a village and one in a castle. The castle was done apart from lighting and the village had a fair bit in it, however then I discovered I was tipping the scales in terms of r_speeds and vising time.

5
Mapping / Re: Light length casting
« on: September 18, 2006, 07:12:09 PM »
Hmm, I couldn't find anything at first look and compile times don't seem to be a problem at the moment, so I'll stay with the former method.

Screens of what Smokey?

6
Mapping / Re: Light length casting
« on: September 18, 2006, 04:08:38 PM »
Lol Smokey, I guess it's down to the old problem I have of several ideas and not much time :).

Thanks jitspoe, I'll do that as well. I'm not sure which will answer better to my needs. Which of the two methods are more efficient as to compile times? Or any other important thing.

7
Mapping / Re: Light length casting
« on: September 16, 2006, 02:18:14 PM »
Thanks, that looks like the tool for the job.

8
Mapping / Light length casting
« on: September 16, 2006, 01:52:03 PM »
Hello all,

Is it possible to get a light to shed light farther, but not brighter? Eg, I'd like a dim light that throws light really far.

Thanks.

9
Mapping / Re: 2 Questions
« on: September 07, 2006, 04:12:26 PM »
I tried that and now it's closer to what it's meant to be. It's now totally black inside, except for the windows and lights. The lights alone are blue, and they're not casting light around. Any fix?

10
Mapping / Re: 2 Questions
« on: September 06, 2006, 10:34:39 PM »
40 is what I want, and 39 is what happens when I make it a func_train. Sorry for the misunderstanding.

11
Mapping / Re: 2 Questions
« on: September 06, 2006, 08:53:30 PM »
But it isn't meant to be lit at all inside...apart from the internal lights.

12
Mapping / Re: 2 Questions
« on: September 06, 2006, 04:22:54 PM »
The only lighting system is the sun.

13
Mapping / Re: 2 Questions
« on: September 06, 2006, 03:52:24 PM »
There is definitely something that isn't being lit with the func_train. Take a look at these two pics, 39 is before - and in 40 - all I did was make the object you're inside a func_train.

Big difference, light is not being applied correctly.

14
Mapping / 2 Questions
« on: September 05, 2006, 08:20:28 PM »
Hello all,

Firstly, is it possible to make entities lit? Eg, func_train.

Secondly, is it possible to move non-fired grenades in a teleporter like manner? Because I have a carrier that takes people and some grens along, the people and the object get teleported back to where they are meant to be - but the grens merely fall to the ground.

Thanks.

15
Mapping / Re: Problem with transparency
« on: September 05, 2006, 04:52:36 PM »
Oh I see, that's a pity. Well - I discovered my thing wasn't going to be possible anyways since light isn't burned onto moving things either.

16
Mapping / Problem with transparency
« on: September 04, 2006, 04:40:19 PM »
Hello all,

I have some objects with Trans66 applied, and they are all part of a func_train. Problem is - the visible part of them remains behind and a totally transparent object goes along.

So there are some planes with my Trans66(I tried Trans33 too, no diff) that just remain in their starting location.

Any way to make them join up?

17
Map Graveyard / Re: We need more maps like this
« on: August 26, 2006, 04:55:55 PM »
Looks really good, nice work :).

18
Mapping / Re: Fog question
« on: August 24, 2006, 04:45:03 PM »
I could do with a multi-point clipper I must say.

19
Mapping / Re: Fog question
« on: August 24, 2006, 04:12:46 PM »
Ok thanks jitspoe, but I think I've got what I'll use. Giant boulders, hehe.

20
Mapping / Re: Fog question
« on: August 24, 2006, 02:53:49 PM »
Ohhh, so you can reposition the points!! I didn't know that :D. This'll make it easy, thanks eiii!

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