#11328 posted by gb on 2011/07/27 00:18:51
pretty sure custents also contains camera code.
Yes Gb
#11329 posted by delor on 2011/07/28 01:54:27
custents has camera code though the progs.dat is a bit messy
my desire was to try and create my own cam but really I have to give up so I guess I'll stick with one of existing progs(custents,vision,zer,nehahra) :)
Weird Stuff, I Think
#11330 posted by roblot on 2011/07/28 14:20:03
I fixed up a bunch of animated textures awhile back and recently reinstalled all Quake stuff into a new harddrive. In Fitz I noticed the animations are now messed (pixels that didn't animate before were now animating). Even some static textures that are part of a set had a different colors ingame. In Wally, the same color was in both textures, therefore no mismatch. The only thing I forgot was installing Scourge and Dissolution (1.07 1.08). So I installed the packs and the animations are fixed. All texture sets are back to having no visable seams ingame again (these texture sets can be put next to each other and have no visable gl blend seam).
Does Fitz 0.85 rely on a particular 1.08 file for the correct palettte to show up, or is it something else? Maybe there's some different palette RGB values for this effect to occur? The Quake palette also has 12 RGB values repeated twice for some reason. Is there extra code applied to the different index numbers of the duplicated colors?
Roblot:
#11331 posted by metlslime on 2011/07/28 20:31:30
I don't have an answer for most of your questions, but i can answer this part:
The Quake palette also has 12 RGB values repeated twice for some reason. Is there extra code applied to the different index numbers of the duplicated colors?
The last 32 colors in the palette are "fullbright" which means they do not take lighting or shadows. Some of these fullbright colors are identical in RGB to some of the non-fullbright colors in the palette.
To figure out if fullbright pixels are the problem, try turning on r_fullbright to view the textures without lighting.
I still don't know why the problem would go away with the mission packs installed. Do the mission pack installers update anything in id1?
#11332 posted by roblot on 2011/07/29 00:14:30
I don't really know, but when the packs are installed, regular Quake has the 1.08 in the console. So something's changed there. Btw, I first just installed the original 1.06 version in the cardboard foldout package from 15 years ago (it's still in near mint condition). I don't know if that has anything to do with it. That's when I noticed for about a day and a half there was this problem.
I'll try the r_fullbright for any other texture problems I might have though. I modified, tweeked, made, and stole over 5000 textures combined, so this was a shocker. The thing is, I'm now wondering if the texture fixes I made would be seen in the same way on every Quake setup.
Any suggestions/advice for making this not look crap but without a lot of detail? The area has a huge monster count so I want to avoid a lot of geometry detail :E
Medieval castle/town thing
#11334 posted by metlslime on 2011/07/30 01:17:22
lighting and shadows are "free" detail -- boring lightmaps cost the same as interesting ones. So put in lots of spotlights, dramatic shadows, etc. to break up large surfaces.
Also....
#11335 posted by metlslime on 2011/07/30 01:18:59
Large flat surfaces are cut up into chunks with a maximum size of 240x240 -- so if you have a wall that is 1200 units long, it will be divided into 6 chunks, even with the same texture on it. So you can divide it up and put alternate textures on different chunks and potentially have zero increase of polycount.
As A Specific Example
#11336 posted by Preach on 2011/07/30 02:09:50
The pair of windows in the back should each be casting a spotlight beam down the wall below, so the bright lit areas contrast with triangular shadows under the supports on that wall. The unrealistic lighting model in quake is a blessing in disguise because it's a bit like painting in soot and grime into your scene.
What They Said
#11337 posted by Drew on 2011/07/30 04:23:00
also if it's quoth, using the model system would be beneficial.
You Know What I Mean Right?
#11338 posted by Drew on 2011/07/30 04:23:53
Not Really
#11339 posted by ijed on 2011/07/30 21:17:58
What you're asking, but maybe make the area more dynamic as well, in how the monsters arrive.
So having them roam along paths is a simple way of making a fight more memorable, as is having them spawn in some entertaining way - a lightning bolt and then teleport for example, or leaping through the windows into the courtyard below.
Those are pretty simplistic things that'll make the area more fun, you can probably come up with a load more.
Ta for the suggestions guys. I'll have a fiddle and post another shot.
What Others Said
#11341 posted by JPL on 2011/07/31 09:37:05
.. and maybe selecting another brick texture for the walls... Maybe some like in DKT3 or Doom3, or simply make your own ;)
There are also some textures that have details variation you may use...
Anyway, it looks interesting, but indeed there's lack of details and design touch tht makes the shot sexy ;)
Do Not Select A Different Texture For The Walls
#11342 posted by Drew on 2011/07/31 16:23:29
ID1 works just fine. Stick with What Metl said - also, is it really that much more crazy than that seen in Tronyn maps? Those tend to look good and have high monster count and there haven't been *too* many complaints about r_speeds etc
Zqf
#11343 posted by gb on 2011/08/01 12:28:10
> Any suggestions/advice for making this not look crap but without a lot of detail? The area has a huge monster count so I want to avoid a lot of geometry detail :E
Vary the floor height. Steps, for example.
The polycount looks to be really low, so I wouldn't worry at all.
Re #11331
#11344 posted by roblot on 2011/08/01 14:50:28
Only 1 fullbright is part of the 12 duplicate colors. So the other 11 duplicates are a mystery. Id wouldn't waste 11 potential extra colors. There could be some undocumented code applied to them for additional effects.
Quake Monsters Etc Info
#11345 posted by raptorE on 2011/08/02 05:56:21
I'd like to have a reference file for the different monsters as they appear in quake 1 that has information such as their health numbers, their attacks and what kind of damage they can do, and such information.
It would also be useful to have that information for the player's weapons.
I know that this information can be had by browsing through the .qc source, but I didn't want to reinvent the wheel if there already is such a document. Is there one?
#11346 posted by necros on 2011/08/02 06:20:02
Weapons
#11347 posted by raptorE on 2011/08/02 07:59:44
This is exactly what I was hoping to find, plus your conclusions from the stats. It's in my bookmarks, now. :)
i do like that iD included a room clearing weapon without making it stupidly overpowered like Doom�s BFG.
My current playing around with slaughter maps I concluded that the main advantage of the BFG in a zerg situation is that the BFG is zero risk. The RL has a huge splash radius and is very painful. I considered giving out battlesuits like candy but it feels pretty bleh and is an invitation for the player to just rocket jump around like a lunatic which isn't what I had in mind. The BFG in Doom is like a shotgun, and at anything other than medium range the BFG is actually pretty shit, and the RL is much better.
Oh I agree a lot on your idea of making the LG pass through enemies. It would make it the proper super weapon it should be, rather than just feeling like another nailgun with different ammo :p
<Begs for Quoth 3 lawl>
anything other than medium range
um, anything *beyond* rather :E
#11351 posted by necros on 2011/08/02 21:39:12
ruins has penetrating lightning. does full damage on up to 3 targets in a row. :)
also, when you get the SNG, the NG isn't selected during cycle up and cycle down and pressing 4 will select the SNG instead of the NG (pressing 4 twice gives you the NG).
and the fast zombies allows bullets and nails to penetrate as well, but nails 'start falling' after going through the first target so it ends up being maybe max of 5 or 6 zombies you can get with one nail if you aim upwards at the first zombie's head.
#11352 posted by Spirit on 2011/08/02 22:11:12
also, when you get the SNG, the NG isn't selected during cycle up and cycle down and pressing 4 will select the SNG instead of the NG (pressing 4 twice gives you the NG).
And I got utterly confused and thought I had a bug.
Please do not do things like this. Some people (me) rely on weapon cycle to quickly select the weapon they want. If I know what weapons I have I can easily switch between them by using the wheel X times.
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