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[Tutorial] Textura SKY [05 08 2008]

 
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ion.mzk

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PostPosted: 05-08-2008, 18:09:43    Post subject: [Tutorial] Textura SKY [05 08 2008] Reply with quote

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.mzk on 05-08-2008, 21:20:30; edited 1 time in total
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MaZ

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PostPosted: 05-08-2008, 18:23:13    Post subject: Reply with quote

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

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PostPosted: 05-08-2008, 21:21:09    Post subject: Reply with quote

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

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PostPosted: 05-08-2008, 21:29:59    Post subject: Reply with quote

Pana unde ai de gand sa mergi cu seriale de tutoriale? Oricum ar fi nice sa fie puse sticky -
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Burner01

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PostPosted: 10-06-2009, 09:16:30    Post subject: Reply with quote

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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PostPosted: 10-06-2009, 09:17:10    Post subject: Reply with quote

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