pt_basement (pyrotennis)

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pt_basement (pyrotennis)

Postby Kaelan002 on Sun Jan 16, 2011 5:48 pm

hi guys
this is a map for playing pyrotennis, its very simple map as its my first but i thought i might as well post it as i guess its quite usefull
any suggestions or tips are welcome and if ive made any mistakes please tell me.

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kaelan

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Last edited by Kaelan002 on Sun Jan 16, 2011 7:36 pm, edited 1 time in total.
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
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Re: pt_basement (pyrotennis)

Postby Frying Dutchman on Sun Jan 16, 2011 7:07 pm

The Lighting looks a bit off judging from that screenshot.
Can you post some more screenshots?
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Re: pt_basement (pyrotennis)

Postby Kaelan002 on Sun Jan 16, 2011 7:29 pm

ok sure
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
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Re: pt_basement (pyrotennis)

Postby Kaelan002 on Sun Jan 16, 2011 7:36 pm

posted some more screenies
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
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Re: pt_basement (pyrotennis)

Postby Kaelan002 on Sun Jan 16, 2011 7:40 pm

ps each light strip contains a light entity and at either end there is a row of spots in the team colour
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
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Re: pt_basement (pyrotennis)

Postby alias on Sun Jan 16, 2011 8:18 pm

What type of light and what intensity. It realy looks like its fullbright to me. Usualy a normal light with a value between 200 and 600 works and a light_spot with a value of 1000-1800 looks realistic. And when using those values you often need less lights to get the map fully lit. And then it looks better also.

Then a 2nd thing. with less lights particle light effects or sprites might improve the effect even more (as then the light source actualy looks like its giving light).
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Re: pt_basement (pyrotennis)

Postby Kaelan002 on Mon Jan 17, 2011 4:53 pm

the flourescent tubes are light_ and the row of team coloured lights at either end are light_spots.

the brightness is the default, i only changed the radius but er, how do you change the brightness :) i can only seem to change the colour :scratch:

im assuming these -> particle light effects or sprites are entities? :?

and is there a clever way to sort of bind the model (in this case the flourescent tubes) into a light_ entity so i shines from it , i just placed the entity inside?

thanks kaelan
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
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Re: pt_basement (pyrotennis)

Postby alias on Mon Jan 17, 2011 10:11 pm

kaelan002 wrote:the brightness is the default, i only changed the radius but er, how do you change the brightness :) i can only seem to change the colour :scratch

The color has 4 values. Red, Green, Blue, Alpha where alpha is the brightness. a yellow light for example should give somethign like: '220 210 130 800'.

Also note that default values arent allways the best and that too many lights might make them cancel each others effect out due to too many lights. Especialy with diffirent types of light the error can show up. And when it does if im right it goes fullbright. It however should mention that in the compile. (if you dont see it in the compile then it didnt happen)
and is there a clever way to sort of bind the model (in this case the flourescent tubes) into a light_ entity so i shines from it , i just placed the entity inside?

No, these effects change depending on the angle (particles) or objects blocking it (sprites). If you place a sprite inside a light bulb it never shows up. Just place it 4 units below the light and no one will even notice you did (unless its a mapper or someone with knowledge of mapping).
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Re: pt_basement (pyrotennis)

Postby Kaelan002 on Tue Jan 18, 2011 3:21 pm

ok thanks for your help guys
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
pomf.se is ded. :'(
User avatar
Kaelan002
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