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[Tutorial] Textura SKY [05 08 2008]

 
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ion

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Post Posted: 05-08-2008, 18:09:43 | Translate post to: ... (Click for more languages)

Pornind de la camera inchisa din tutorialul anterior, vom face ca in loc de acoperis sa se vada cerul.


1. Selectam blocul. In urma gravarii, el a ramas compact, un grup de fete. Pentru al descompune apasam click-dreapta -> Ungroup.




2. Selectam componenta de sus, careia ii aplicam in intregime textura SKY aflata in grupul de texturi half-life.wad




3. Mergeti la Map -> Map Properties, iar la environment map treceti in chenar numele tipului de cer pe care-l preferati (ex: dusk, morning, 2desert, backalley, city1, alien, blue, cliff) fara prefix-ul "cl-"




4. Compilati harta. Va trebui sa apara o fereastra in genul:



5. Testati harta -

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Last edited by ion on 05-08-2008, 21:20:30; edited 1 time in total
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MaZ

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Post Posted: 05-08-2008, 18:23:13 | Translate post to: ... (Click for more languages)

Ar trebui sa modifici titlu in cer simplu sau sky ca in materie de mapping suna mai bine.

"It is far better to grasp the unniverse as it really is than to persist in delusion, however satisfaying and reassuring." - Carl Sagan

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ion

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Post Posted: 05-08-2008, 21:21:09 | Translate post to: ... (Click for more languages)

ai dreptate. m-am apucat de altceva si am uitat sa termin tutorialul -
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MaZ

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Post Posted: 05-08-2008, 21:29:59 | Translate post to: ... (Click for more languages)

Pana unde ai de gand sa mergi cu seriale de tutoriale? Oricum ar fi nice sa fie puse sticky -

"It is far better to grasp the unniverse as it really is than to persist in delusion, however satisfaying and reassuring." - Carl Sagan

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Burner01

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Post Posted: 10-06-2009, 09:16:30 | Translate post to: ... (Click for more languages)

mie cand compilez harta numi arata cum iti arata tie mie imi arata:

-sparse : Enable low memory vismatrix algorithm
-nomatrix : Disable usage of vismatrix entirely

-extra : Improve lighting quality by doing 9 point oversampling
-bounce # : Set number of radiosity bounces
-ambient r g b : Set ambient world light (0.0 to 1.0, r g b)
-maxlight # : Set maximum light intensity value
-circus : Enable 'circus' mode for locating unlit lightmaps
-nopaque : Disable the opaque zhlt_lightflags for this compile

-smooth # : Set smoothing threshold for blending (in degrees)
-chop # : Set radiosity patch size for normal textures
-texchop # : Set radiosity patch size for texture light faces

-notexscale # : Do not scale radiosity patches with texture scale
-coring # : Set lighting threshold before blackness
-dlight # : Set direct lighting threshold
-nolerp : Disable radiosity interpolation, nearest point instead

-fade # : Set global fade (larger values = shorter lights)
-falloff # : Set global falloff mode (1 = inv linear, 2 = inv square)
-scale # : Set global light scaling value
-gamma # : Set global gamma value

-sky # : Set ambient sunlight contribution in the shade outside
-lights file : Manually specify a lights.rad file to use
-noskyfix : Disable light_environment being global
-incremental : Use or create an incremental transfer list file

-dump : Dumps light patches to a file for hlrad debugging info

-texdata # : Alter maximum texture memory limit (in kb)
-lightdata # : Alter maximum lighting memory limit (in kb)
-chart : display bsp statitics
-low | -high : run program an altered priority level
-nolog : Do not generate the compile logfiles
-threads # : manually specify the number of threads to run
-estimate : display estimated time during compile
-verbose : compile with verbose messages
-noinfo : Do not show tool configuration information
-dev # : compile with developer message

-colourgamma r g b : Sets different gamma values for r, g, b
-colourscale r g b : Sets different lightscale values for r, g ,b
-colourjitter r g b : Adds noise, independent colours, for dithering
-jitter r g b : Adds noise, monochromatic, for dithering
-nodiffuse : Disables light_environment diffuse hack
-nospotpoints : Disables light_spot spherical point sources
-softlight r g b d : Scaling values for backwards-light hack

-customshadowwithbounce : Enables custom shadows with bounce light
-rgbtransfers : Enables RGB Transfers (for custom shadows)

mapfile : The mapfile to compile

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Burner01

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Post Posted: 10-06-2009, 09:17:10 | Translate post to: ... (Click for more languages)

si cand intru unde mi sa compilat nu o vad ca bsp e tot de tip map -(
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