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Newbie DarkRadiant Questions


demagogue

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@Toni

 

There isn't any way AFAIK. Maybe it could be handle with some scripting.

 

I knew this feature from the Elder Scrolls Editor, which saves a lot of time if you have to set the table or place a lot of furniture. Would be great to have it in DR too!

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

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  • 2 weeks later...

Is there any ambient light with absolute sharp edges? Even the ambientlightnfo has soft edges if the light is stretched over large areas...The goal is to light up non square areas without seams...The zone/location approach doesn't do it...

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Normally there is a falloff image and z-projection image in the material definition. I'm not at home to play along but if both are pure white (or use a "_white" editor image) then the falloff might be a byproduct of the new ambient calculation method?

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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This is directly from the material definition of ambientlightnfo

 

lights/ambientlightnfo

{

ambientLight

 

lightFalloffImage makeintensity( textures/lights/ambientlightnfo)

 

{

forceHighQuality

map textures/lights/ambientlightnfo_amb

colored

zeroClamp

}

}

 

I have tried to remove different parts of the definition but only when I removed the zeroClamp, I saw a difference, but not a good one :)

 

 

 

Tried to make a light texture with a black rim...Same fade ---> No good...I must point out that I'm looking for a totally sharp edge, one that won't fade, to make it possible to snap them together seamlessly

Edited by Fieldmedic
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Always be extremely cautious about changing things that are not specifically broken because mappers are already using them so any change will change their map. Instead, create a new version and leave the old one. :)

 

For instance I am using ambientlightnfo in my FM and have carefully placed it so the soft edge fades across the moor to dark. This is intentional to give an impression of depth and so the bottom edge of the skybox which is also black blends seamlessly. If anyone changed ambientlightnfo it would screw up my map and you could clearly see the grass stop abruptly at the skybox.

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I'm totally with you, Fidcal.

 

When I create custom stuff I ALLWAYS make a unique name and new files/definitions and leave the original unchanged.

 

I also have a new idea that will require some fiddling, but will solve the issue, for this time only though...

Edited by Fieldmedic
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"reloadedecls" will do it, I think. Or is that only def files? I'm half-brain dead atm.

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Yes, reloadDecls will reload material defs. You can do rapid updates by keeping the material in view in the lower half of the screen plus the console open at the top and a text editor to tweak the material. reloadDecls over and over to quickly see the effect.

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