Noir Quake
#10495 posted by
Preach on 2014/01/21 23:38:39
couldn't you just create a greyscale palette.lmp and be done with it?
I did that...(almost a decade ago now I look)
http://www.celephais.net/board/view_thread.php?id=4&start=4968&end=4992
Of course, my hosting died since then - I can reupload it if there's demand.
Trinca
#10496 posted by
Drew on 2014/01/22 00:30:56
He made an sp version. with a mere 100 and something enemies...
Back me up here Tronyn!
#10497 posted by
[Kona] on 2014/01/22 00:33:40
A properly done b&w map has to be built to be b&w, because much more emphasis has to be put into the textures and lighting for proper contrasts. not just slap an engine mod on it and expect it to look good.
where are these bal map scraps? I want a looksy-poo.
Oh Heh
#10498 posted by Tronyn on 2014/01/22 00:34:18
you mean Dry Sorrow, yeah that was an old DM map converted for SP, and it's definitely the smallest map I released since like... I dunno it's even smaller than A Desert Dusk
Need Beta Testers.
I have completed the first 2 maps in my quake-like-id-did episode. Just need a bit of feedback. My email addy is in my user profile.
Can I Test Out Your Maps, Fifth?
#10500 posted by
Breezeep_ on 2014/01/22 01:48:15
Mind if you PM me a link on my steam?
Sure...
Any demos would be good too. And just your general impression of the map, likes/dislikes.
Bal
#10502 posted by
quaketree on 2014/01/22 03:52:15
A properly done b&w map has to be built to be b&w, because much more emphasis has to be put into the textures and lighting for proper contrasts. not just slap an engine mod on it and expect it to look good.
Exactly. I tried using the Preach method first (messing with the palette) but it just wasn't working out the way I wanted it to. So I converted everything individually in pak0 over to B&W. Textures, skins and sprites.
Because I did it texture by texture it looked a lot better because I could do some tweaking to individual textures to clear up some errors made in the conversion from color to B&W (but it still had some issues where the engine added color to a few things) but unfortunately I couldn't really do anything with it for fear of violating id copyrights so I chalked it up to learning something new and chucked it. In retrospect I probably should have at least saved the wad, sprites and skins somewhere.
You have to keep in mind that the engines back then were less than fully documented so figuring out how to make some thing look fully monochrome wasn't something easy to just look up online. I think TomazQuake (which had just come out when I was messing around with it) came the closest to looking closest to "Right".
IIRC I used Pak Explorer, AdQuedit, QME 3.0 (the free version) TexMex, MS Paint and Paintshop Pro 5.
That Was Supposed To Be Aimed At Kona, Not Bal
#10503 posted by
quaketree on 2014/01/22 03:53:22
Quaketree
#10504 posted by
bal on 2014/01/22 08:13:08
Finish That Episode, Bal!
That *was* for you.
#10506 posted by
[Kona] on 2014/01/22 12:06:01
wow those are awesome. i especially like that it's all custom textures, I think more people need to use custom textures rather than id's stuff all the time.
and as much as I'm well over base maps, that smaller one you've got there looks great with those textures.
you could even merge start, vil, tower and rocks all into one huge bsp2 map, they're kind of similar styles.
RoQD... Link Sent
for episode.
Anyone else? I need a couple of different opinions :)
Here's Your Demos, Fifth.
#10511 posted by
Breezeep_ on 2014/01/22 14:52:08
I'm Looking For A Couple Testers
#10512 posted by Tronyn on 2014/01/23 22:49:06
for a chunky, unvised map that won't be out for a couple months (I want to start vising it soonish though). So you would need a powerful computer. Email dustin dot geeraert at umanitoba dot ca.
Little Something I'm Working On
#10513 posted by
Breezeep_ on 2014/01/30 23:03:48
http://i.imgur.com/1Xx46PC.jpg
Hopefully I won't screw this up.
Remember...
You need to use the box that says force integer plane points!!
And For Gods Sake
Bind "snap vertices" to the space bar and make sure you give it a tap every time you're faffing around with the vertex tool! (or the clipping tool!)
Seriously.
Plus you eventually get a feel for what kind of geometry is possible and what's going to give you nightmares down the line.
Start Map...
So I spent a lot of today just getting the start area sorted for my quake like id did pack... It intentionally very much like the original game, but I am going to make it a bit more unique once you go to the episode choice area (not actually made that yet)
https://www.dropbox.com/s/mye0mljt0ix935r/ss1.jpg
https://www.dropbox.com/s/nt3mv1lb9xa1unz/ss2.jpg
https://www.dropbox.com/s/n7jjhyi3swc2v1t/ss3.jpg
Also....
spot the horrifically misaligned texture.