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Need help making polymer lights in Mapster32

#1

Hey guys I need help to make Polymer lights for my map like on this video or even for the 'exit' sign in Duke nukem it doesn't glow the red colour like it does on Hollywood Holocaust please help?
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#2

In 2D mode, place the cursor over the light and press F8, set the XVEL, YVEL and ZVEL to the desired levels. XVEL is Red, YVEL is Green and ZVEL is Blue.

Check the Wiki page for more information.
http://wiki.eduke32.com/wiki/SE49

This post has been edited by High Treason: 17 May 2013 - 10:38 PM

1

User is offline   Micky C 

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#3

In order to keep the forums clean and tidy, you don't need to post a new thread every time you have a problem. I'm assuming you need the polymer lights for this map, so just post the problem there, or in one of the other proper threads.

Anyway it's always a good start to check the eduke wiki before trying to ask about things here. 90% of what people ask is already explained there. You can also find it under the general sector effector help page: http://wiki.eduke32....Reference_Guide
And at the start of the eduke32 and polymer thread: http://forums.duke4....20-and-polymer/
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#4

View PostHigh Treason, on 17 May 2013 - 10:38 PM, said:

In 2D mode, place the cursor over the light and press F8, set the XVEL, YVEL and ZVEL to the desired levels. XVEL is Red, YVEL is Green and ZVEL is Blue.

Check the Wiki page for more information.
http://wiki.eduke32.com/wiki/SE49


Thanks I'll try it out.
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#5

View PostHigh Treason, on 17 May 2013 - 10:38 PM, said:

In 2D mode, place the cursor over the light and press F8, set the XVEL, YVEL and ZVEL to the desired levels. XVEL is Red, YVEL is Green and ZVEL is Blue.

Check the Wiki page for more information.
http://wiki.eduke32.com/wiki/SE49


i dont get this part "XVEL, YVEL and ZVEL to the desired levels. XVEL is Red, YVEL is Green and ZVEL is Blue"
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User is offline   Micky C 

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#6

You need to enter numbers between 0 and 255 next to XVEL, YVEL, and/or ZVEL to make the light emit colours that are red, green, and blue respectively. The higher the number, the greater the colour intensity.
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#7

View PostLunick Prime, on 18 May 2013 - 02:37 AM, said:

You need to enter numbers between 0 and 255 next to XVEL, YVEL, and/or ZVEL to make the light emit colours that are red, green, and blue respectively. The higher the number, the greater the colour intensity.


Can you upload a tutorial on mediafire or something please and pm it to me? cause im so confused
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User is offline   Mikko 

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#8

XVEL, YVEL and ZVEL take their values from a closed interval 0-255. The higher the value the more intense the color. So for red light you'd leave YVEL & ZVEL at 0 and set the SE's XVEL to 255 (for the most intense red).

You don't need tutorials for that. Just mess around with different values for the three variables.
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#9

View PostMikko_Sandt, on 18 May 2013 - 02:46 AM, said:

XVEL, YVEL and ZVEL take their values from a closed interval 0-255. The higher the value the more intense the color. So for red light you'd leave YVEL & ZVEL at 0 and set the SE's XVEL to 255 (for the most intense red).

You don't need tutorials for that. Just mess around with different values for the three variables.


I'm confused with the whole sentence I have no idea what XVEL, YVEL and ZVEL is
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User is offline   Mikko 

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#10

You missed the second post to this topic?
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User is offline   Micky C 

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#11

the VELs are just the name for a type of tag, like hitags and lotags. Except these values don't have hotkeys on the keyboard and can only be changed by editing them in the F8 menu for a sprite
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#12

View PostLunick Prime, on 18 May 2013 - 02:58 AM, said:

the VELs are just the name for a type of tag, like hitags and lotags. Except these values don't have hotkeys on the keyboard and can only be changed by editing them in the F8 menu for a sprite


Can you please just make a video im in sd mode and I put the cursor over the sector effector which low tag is 40 i think the point light but what i do when i click f8?
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User is offline   Micky C 

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#13

I'm sorry but the process is not very difficult, and it can't really be explained any easier.

Just do this.
1. Look at your SE 49 or 50 in 2D mode.
2. Put the mouse cursor over the SE so it's flashing.
3. Press F8 (it's at the top of the keyboard).
4. There will be a box at the bottom of the screen where you can edit edit all the various attributes of the sprite like it's position, height, angle, and various tags and things you've never heard of. Ignore all that, at the right of the box in the last column you will find something like xvel: 0, yvel: 0, zvel: 0. You need to use the arrow keys on the keyboard to navigate which value is highlighted,
5. When you do have one of them highlighted, press enter, type in a value. Press enter again. Press escape to close the menu. Finished.

Now please, give it a go, play around with it and see the various colours you can create by trying different combinations of values, and don't forget to give the SE a hitag value (say... 3000) otherwise it will not shine any light. And of course make sure you're using the polymer renderer, and press 'x to make the lights show up.

Edit:

Quote

low tag is 40


You're not reading what people are saying. The SE needs to be either 49 or 50.
Mapster32 is based on a program that came from a time when there were no instructions to anything and everyone had to figure everything out by themselves. These days it's not a problem because things have been improved, even though there are no flashy visual interfaces to interact with. The information is out there, but you also need to use common sense and try things out on your own.

This post has been edited by Lunick Prime: 18 May 2013 - 03:20 AM

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#14

View PostLunick Prime, on 18 May 2013 - 03:16 AM, said:

I'm sorry but the process is not very difficult, and it can't really be explained any easier.

Just do this.
1. Look at your SE 49 or 50 in 2D mode.
2. Put the mouse cursor over the SE so it's flashing.
3. Press F8 (it's at the top of the keyboard).
4. There will be a box at the bottom of the screen where you can edit edit all the various attributes of the sprite like it's position, height, angle, and various tags and things you've never heard of. Ignore all that, at the right of the box in the last column you will find something like xvel: 0, yvel: 0, zvel: 0. You need to use the arrow keys on the keyboard to navigate which value is highlighted,
5. When you do have one of them highlighted, press enter, type in a value. Press enter again. Press escape to close the menu. Finished.

Now please, give it a go, play around with it and see the various colours you can create by trying different combinations of values, and don't forget to give the SE a hitag value (say... 3000) otherwise it will not shine any light. And of course make sure you're using the polymer renderer, and press 'x to make the lights show up.

Edit:



You're not reading what people are saying. The SE needs to be either 49 or 50.
Mapster32 is based on a program that came from a time when there were no instructions to anything and everyone had to figure everything out by themselves. These days it's not a problem because things have been improved, even though there are no flashy visual interfaces to interact with. The information is out there, but you also need to use common sense and try things out on your own.


The problem is there is nothing called xvel, or yvel
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User is offline   Micky C 

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#15

Posted Image

Ok I'll admit it's actually x-velocity etc... but after I told you explicitly how to get there, and exactly where it was, plus my little common sense speech, there's really no excuse not to find it.

This post has been edited by Lunick Prime: 18 May 2013 - 04:11 AM

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User is offline   DavoX 

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#16

For the record I made that video in the first posts ;) :P

EDIT: Damn I didn't remember I've put my name so big in the first seconds of the video :P

This post has been edited by DavoX: 18 May 2013 - 04:13 AM

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#17

View PostLunick Prime, on 18 May 2013 - 04:09 AM, said:

Posted Image

Ok I'll admit it's actually x-velocity etc... but after I told you explicitly how to get there, and exactly where it was, plus my little common sense speech, there's really no excuse not to find it.


LOL I was looking at that but you put in those random words I didn't know what you were on about sorry if I annoyed so now I just gotta put in numbers between 0-255 on velocity?
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#18

View PostLunick Prime, on 18 May 2013 - 04:09 AM, said:

Posted Image

Ok I'll admit it's actually x-velocity etc... but after I told you explicitly how to get there, and exactly where it was, plus my little common sense speech, there's really no excuse not to find it.


I finally got it thx so much for the help!!!!!!!!!!!!!!!!
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User is offline   Micky C 

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#19

Yes, 0 means it doesn't emit any light of that colour. 255 means it's emitting the maximum light of that colour. You need to mix and match numbers in the 3 tags to pull off various colours.

As opposed to real life where colours are subtracted and you can make any colour from a combination of red, blue, and yellow, here you're adding colours together, which is why the primary colours are red, blue, and green. To get an idea of what values you should put in for a specific colour, I like to open up microsoft paint and go into the custom colour selection. There I can just pick any colour I see, and it will tell me what red, blue and green values I need to make that colour.
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#20

View PostLunick Prime, on 18 May 2013 - 04:25 AM, said:

Yes, 0 means it doesn't emit any light of that colour. 255 means it's emitting the maximum light of that colour. You need to mix and match numbers in the 3 tags to pull off various colours.

As opposed to real life where colours are subtracted and you can make any colour from a combination of red, blue, and yellow, here you're adding colours together, which is why the primary colours are red, blue, and green. To get an idea of what values you should put in for a specific colour, I like to open up microsoft paint and go into the custom colour selection. There I can just pick any colour I see, and it will tell me what red, blue and green values I need to make that colour.


Thank you I really appreciate the help I just put polymer lights anywhere and is the hi tag how far it goes?
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User is offline   Micky C 

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#21

You tell me http://wiki.eduke32.com/wiki/SE49

Seriously just mess around and see what happens. That's how everybody learns.
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#22

View PostLunick Prime, on 18 May 2013 - 05:01 AM, said:

You tell me http://wiki.eduke32.com/wiki/SE49

Seriously just mess around and see what happens. That's how everybody learns.


Yeah it does which pallete colour is the most natural? what I mean is cause I want to make good shadows I got some decent ones atm.
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User is offline   Hendricks266 

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  #23

This may help you, Balls: https://en.wikipedia...RGB_color_model
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#24

View PostHendricks266, on 18 May 2013 - 07:35 PM, said:

This may help you, Balls: https://en.wikipedia...RGB_color_model


Thanks my map is going good so many shadows but a bit laggy aswell ;)
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User is offline   Micky C 

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#25

Yeah, shadow casting lights kill the performance pretty quickly so you should use them in moderation. Or block off different areas with ceiling doors which greatly improves the framerate. I would recommend looking at Duke Nukem Eternity to see how polymer lighting can be applied well in Duke maps. http://www.moddb.com...-nukem-eternity
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#26

View PostLunick Prime, on 18 May 2013 - 09:41 PM, said:

Yeah, shadow casting lights kill the performance pretty quickly so you should use them in moderation. Or block off different areas with ceiling doors which greatly improves the framerate. I would recommend looking at Duke Nukem Eternity to see how polymer lighting can be applied well in Duke maps. http://www.moddb.com...-nukem-eternity


I'm using DNE anyways ;) But not sure if I have the performence patch I just made second last part for the map next step is the stadium but, my goal was to reflect every object or shouldn't i do this?
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User is offline   Micky C 

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#27

Well if you're remaking the first DNF level you might not need to worry because the indoor area is very small. However I wouldn't use any shadow casting lights in the stadium area.

Btw I'd suggest not making it using DNE. It should be a stand alone map. Nobody's going to download DNE again just to play your map.
1

#28

View PostLunick Prime, on 18 May 2013 - 10:15 PM, said:

Well if you're remaking the first DNF level you might not need to worry because the indoor area is very small. However I wouldn't use any shadow casting lights in the stadium area.

Btw I'd suggest not making it using DNE. It should be a stand alone map. Nobody's going to download DNE again just to play your map.


No I mean you can play it with normal eduke32 I'm just saying that I already have DNE lol
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#29

View PostLunick Prime, on 18 May 2013 - 10:15 PM, said:

Well if you're remaking the first DNF level you might not need to worry because the indoor area is very small. However I wouldn't use any shadow casting lights in the stadium area.

Btw I'd suggest not making it using DNE. It should be a stand alone map. Nobody's going to download DNE again just to play your map.


I'm up to the elevator part on the map big problem lol I can't make it go up because you can't make a 2 story sector so I replaced it with a teleporter.
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User is offline   Micky C 

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#30

View PostBalls of steel, on 19 May 2013 - 04:44 PM, said:

I'm up to the elevator part on the map big problem lol I can't make it go up because you can't make a 2 story sector so I replaced it with a teleporter.


There is something you can do, but I'm not going to tell you, muahahaha. I'm saving the technique for something else. Besides, it will take too long to figure out how to use the feature so it's not worth learning it for one little effect. Take my word on that.
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