Captain Obvious
#11572 posted by Hipshot on 2014/08/21 18:42:12
Sorry, that I wasn't clear enough, but I looked at the E1M1 Source map and it was as simple as mine, that's what I thought was so strange.
For some reason, it didn't move, but when I created a new one today, it worked, they look exactly the same in the editor, strange.
@ijed, it works w/o the don't link flag, it moves both brushes.
And sorry about posting this in the wrong forum section.
#11573 posted by Lunaran on 2014/08/21 18:46:03
That's not it. If he's got two doors linked they'll just open at the same time. That's what linked doors do.
If a door made of any number of brushes isn't moving it's probably some small silly mistake. Doors in Q1 aren't much more complicated than doors in Quake3.
If it has a targetname it won't spawn a touch volume, because it will assume it will be triggered by something else instead.
Is the lip too big? If lip is the same number as the door's size in that direction it'll move (lip - size) = 0 units.
#11574 posted by ptoing on 2014/08/23 19:26:08
So I was editing the Quake palette, specifically the last ramp before the fullbrights with the horrible saturated blues.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/quakepals.png
What I did was just extrapolating the ramp back from the colours on the right side of the ramp.
This is likely what this ramp looked like before someone decided that they needed the Dopefish secret.
I am pondering using this for my textureset, though I wonder if I should make it mandatory or if I should make an extra wad with all the textures that make use of the new colours (probably not that many, seeing as the difference of this blue ramp to the other blue ramp is similar to the differences between the 2 purple ramps.)
That's Hardly A Big Change From The First Blue Row Though
#11576 posted by ptoing on 2014/08/23 19:43:29
Yeah, I already stated that :P
It is very similar to the difference between the 2 purple ones, mainly saturation change.
If you use a different palette will it display properly?
#11578 posted by necros on 2014/08/23 20:42:51
yes, you can modify the palette the engine uses. in fact, this was done for the YPOD doom mod so that the textures and art assets would look good.
the only thing to be wary of is to check that stock assets are not negatively impacted, but i'm sure ptoing will take care of that.
#11579 posted by ptoing on 2014/08/23 20:47:10
I think the only textures where the sat blues are used are the dopefish stuff (who cares), one of the stained glass windows and the silver keycard texture. None of those should suffer (probably look better actually)
I will probably have to supply an adjusted colormap too, but that would not be a big deal.
#11580 posted by ptoing on 2014/08/23 21:11:13
#11581 posted by Lunaran on 2014/08/24 01:41:59
Don't make two identical blue rows just because there's precedent. The fact that there are two very similar purple rows is already stupid, especially when the complete list of purple things in Quake is three items.
#11582 posted by ptoing on 2014/08/24 02:10:00
Haha, yeah I know. But the resulting blues would be more useful than that fullsat blues (though I guess I could do something else with the saturated end).
#11583 posted by Lunaran on 2014/08/24 03:50:07
I thought about it more, and I think the list of purple things in Quake actually is three items:
- Runes
- The sky
- Voreballs
Am I missing anything?
#11584 posted by anonymous user on 2014/08/24 04:07:27
http://imgur.com/MUf2uMO
Id1 texture arch07? Or not id1? Purple.
#11585 posted by ptoing on 2014/08/24 04:10:10
It's used in a few textures, but never as the actual colour of an object, just as an accent/blend colour. Underused for sure.
The Slipgate Too
#11586 posted by negke on 2014/08/24 11:20:39
And yes, there's a version of an arch (or a window?) with purple, but it only appears in QTest.
Someone should make an otp.wad :P with purple variants of existing textures. Jam!
Reccomended Settings For Screenshots?
#11587 posted by Drew on 2014/08/25 02:53:44
#11588 posted by necros on 2014/08/26 00:38:17
like in the game? or like the image itself?
Did Not Have A Lot Of Time, But...
#11589 posted by ptoing on 2014/08/26 01:02:27
here's some more work on the big stones tile and a tiled view.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png
There are still areas which need some work, to hide the tiling a bit (mainly the area where there are 2 broken bits right next to each other, which creates a dark bit.
Colour variations on this are also not final, just research, but it works pretty well I think.
#11590 posted by Lunaran on 2014/08/26 04:10:42
They look so rounded and smooth. Like blocks of cheese.
#11591 posted by ptoing on 2014/08/26 04:15:59
Buncha moldy cheese! Actually, with the colours that Quake has you could make some pretty good cheese textures.
#11592 posted by anonymous user on 2014/08/26 11:07:35
Haha, blocks of cheese, indeed. And there you have a name for your texture set.
Just Passed The 5000 Brush Mark On My Latest Map...
#11593 posted by ionous on 2014/08/27 23:23:41
Kewl!
#11594 posted by mfx on 2014/08/27 23:25:34
Cheers!
Very Nice
#11595 posted by RickyT33 on 2014/08/27 23:37:12
You can pop the texture box and visgroup box underneath the Categories/Objects/Faces box, just drag and drop - then BOOM - you have more room ;)
Oh Cool..
#11596 posted by mfx on 2014/08/27 23:38:52
just saw the name of the map.
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