Jamless
#35 posted by
sock on 2016/09/14 13:19:44
You gonna join in man?
Sorry, got no spare time atm.
Hmmm...
#36 posted by
khreathor on 2016/09/14 13:41:52
I can prepare B&W textures for you guys, but you have to prepare a list of which one you need and WAD where I can find it.
I'm Desaturating A Wad As I Type This
I'll post it in 10 mins once I've finished.... it's slow as fuck
Hmmm...
#38 posted by
khreathor on 2016/09/14 13:53:40
I'm afraid desaturation is not enough, add nice leveling to get some contrast. Otherwise it's too dark and grey = boring as fuck and light can't fix it.
Additionally after all this process it's a good idea to turn image to indexed color mode with Quake's palette and fixing unwanted fullbrights if necessary.
which row should I lighten up then?
I think the original grey, black and white indexes should stay the same.
I was hoping we'd get away with leaving the palette as purely desaturated so that existing textures would translate nicely without strange bright patches.
At Least For Now
here are some desaturated palettes
https://dl.dropboxusercontent.com/u/108695968/palettes.zip
one quake format
.lmp and the other .pal
Ahhh I Misunderstood You...
#41 posted by
khreathor on 2016/09/14 14:24:33
You are desaturating palettes, not WAD textures per se. I was talking about using standard palette but desaturating textures :)
Highlighting Keys And Inportant Items
#43 posted by
Newhouse on 2016/09/14 16:38:07
To be honest, even if it is B&W, it is possible to highlight certain objects, for example placing white key (with effects white too) against fully black wall etc. I have been drawing my whole like B&W art, so highlighting is not rocket science.. but certainly it is not always is to execute if maps in this case varies a lot. It is a great challenge imo.
..
#44 posted by
Newhouse on 2016/09/14 16:39:53
"I have been drawing my whole life* B&W art." And that might be reason why there is so many grammar issues with my comments (time wasted on something else totally).
Shamblernaut
#45 posted by
Newhouse on 2016/09/14 16:43:51
I can't open lmp or pal files on TexMex, what those formats are?
They're The Palette Files
the
.lmp is quakes format, should be able to be handled by most tools
the .pal is jasc format, also most quake handling tools should be able to deal with it.
the last version had a mistake, here is the current version: https://dl.dropboxusercontent.com/u/108695968/palettes.zip
Pak0, Pak1 And Kingpin Textures All Desaturated
#48 posted by
Rick on 2016/09/14 18:23:47
As an fyi, the JASC .pal files are plain text files. It's a basically just a list of the RGB values for all the palette entries.
So
#49 posted by
kaffikopp on 2016/09/14 19:30:36
Would it be possible to join with a map for id1? Or does it absolutely positively have to be for arcane dimensions
Sock Can Correct Me If I'm Wrong
but I don't think any id1 stuff is depreciated in AD, so provided you don't mind it being bundled with the AD stuff on release, then go for it. It should work just fine with the AD progs.
#51 posted by
Kinn on 2016/09/14 19:36:06
If it works in id1 then it should just work fine in AD...I think?
This Jam
#53 posted by
PuLSaR on 2016/09/14 19:46:15
needs some intense white fog
I tried to use a sky texture on a func_illusionary with an alpha value set to it around thigh height so it would look like a low layer of creepy fog....
it just renders as opaque and fullbright :(
#56 posted by
metlslime on 2016/09/14 20:36:40
why not put a water texture on it instead?
Its Not Bad
but the sky texture with the continual single direction movement looks better.... the water looks a little odd.
no matter... thanks for the suggestion :)
#58 posted by
metlslime on 2016/09/14 20:52:59
Or pit the sky below the floor and make the floor texture semi transparent
Noir? Sorry I'll Pass. Good Luck Silhouetting!
#59 posted by
Qmaster on 2016/09/15 01:16:35