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SoundFX
Join Date: 2003-08-21 Member: 20048Members
<div class="IPBDescription">blocking light/shadows</div> ok i made a simple box with a sky box on top... i made some beams running across my box and a light environment above them kinda off to the side, i was looking for a cool shadow effect on the walls...so i read in the forums (oh look sum1 DOES go thru the forums) and seen null texture as func_illusionary with opaque etc etc works like that
heres what i got...
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0000.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0000.txt</a>
any way i can make that shadow more...appealing?
heres what i got...
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0000.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0000.txt</a>
any way i can make that shadow more...appealing?
Comments
how do i make this computer texture appear brighter without a light?
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0001.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0001.txt</a>
<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
The useage of RAD files can be found in some tutorials or with the search function on this forum, there are at least 2 threads if not more.
Overlay textures are a bit more complicated. Basically you have an extra texture with only the 'glowing' parts of the background (in this case the buttons and the monitor). This is applied to the front side of a func_illusionary right in front of your computer texture. Set it its rendermode to additive and you'll have all the bright parts of the overlay texture brighten up the background. (Don't forget to set the render amount to something like 120 so the overlay is not too bright or invisible.)
NS comes with a couple of overlay textures for monitors and lights to make them look more realistic, some are not in NS.wad but in one of the ns_<mapname>.wad s. So you may have to search a bit.
EDIT: Thx Yoda, just forgot it. Combine both techniques: Use an overlay texture and put THAT into the .rad file, so the computer texture itself is not fullbright and emits no light. The overlay will emit light though so you have all the cool effects in one entity without a light <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
.rad file entries also work for fluids like the radioactive waste seen in Half-Life.
EDIT2: This <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=33005' target='_blank'>Perpetual "quick How To" Thread</a> is for all the small questions that may come, to seperate them from important stuff like er... don't know. Well at least it helps keeping the new topics / day rate lower <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
brighter computer consoles are just func illusionaries with rendermode additive that only show the glowing part on a second texture , same as the join team signs.
this one can emit texture light, too.
BEFORE:
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0001.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0001.txt</a>
AFTER:
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0003.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0003.txt</a>
thank you all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
check that tutorial out.
actually it looked like this --> <a href='http://www.geocities.com/ufo_1_98/ns_skorch0002.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0002.txt</a>
but i think its ok now...once i get my ready room done ill post it up and let u all take a look around <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
current build as of 3:14 EST Friday:
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0005.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0005.txt</a>
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0006.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0006.txt</a>
1 room 1 simple hallway with a join marines thingy "on" that chair...the blue light pulses...prolly change it...reddish light is from the sky i like the shadows <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<a href='http://www.geocities.com/ufo_1_98/ns_skorch0007.txt' target='_blank'>http://www.geocities.com/ufo_1_98/ns_skorch0007.txt</a>
did anyone notice i skipped 0004?... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
like i said its early im gonna move stuff prolly <-- <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
//now that i think of it this ready room is getting really square...any ideas on how to freshen it up?\\
really!
Someone wrote that the corners in a level are the most important thing. Your corners are the least exciting I could imagine. Do something about it and you'll have a nice fresh ready room.
ok spruce up my lame corners...gotcha, thx for input <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->