Ed wrote:Strahlemann wrote:I noticed some more misaligned textures here and there:
Fixed. Those ones at the top I'd been putting off and hoping no one noticed them.Strahlemann wrote:Also the corresponding lights in the red base should get a red touch instead of a blue one
The blue was the original light colour. I've changed it now so that they're red and blue coordinated. They're only hints at 1 .75 .75 and .75 .75 1 now. The central area lights are a mixture of pale yellow (the original) and white.Strahlemann wrote:And add some _glow to these lights:
I've tried that now by setting the entities _glow to 0.5. That made no difference. Am I doing it wrong?
the _glow Strahlemann is speaking abt are proly a texture. Darkplaces uses aditional textures to produce varios effects, glow is one of thise. The proccess if fairly simple, just make a texture named basetexture name + _glow.ext (ex coollight.tga -> coollight_glow.tga) and do your glow image (represent what parts of the texture that glows, just look at the included ones for an example)
Strahlemann wrote:This hallway is definitely too dark:
Fixed. The one light wasn't enough so there are now three. I've also modified the gap jump to be a bit smaller.Strahlemann wrote:And there's the old "black items"-bug which was caused by scaling up the map.
I've seen this too. I don't really understand SavageX's explanation of how to fix it so it's going to have to stay as is until I work out what I need to do to fix it.
1. select some brush not assosiated with a door or any other ent, hit the "e" key to bring up the entity editor. in the key/value part enter "_keeplights" as key and "1" as value, hit enter and close that window.
2. compile your map's -meta stage with the param -scale 1.2
3. rename/move the map source, just to make sure.
4. run the -vis and -light stages.