Colored Lights...
#11864 posted by JPL on 2014/12/27 20:44:42
... when well executed, it gives awesome rendering. Just try to make it smooth: no saturation, no strong colored lights, just smooth... and that will work fine...
Maximum Size Map For Standard Quake
For anyone looking to make a huge map that will fit within the standard .bsp size.
http://www.quaketastic.com/files/single_player/maps/hugemap.zip
#11866 posted by Breezeep_ on 2014/12/27 21:37:13
@Fifth: Pretty interesting.
@Skiffy: Looks promising, keep it up.
Even I Agree Too Dark :)
#11867 posted by nitin on 2014/12/28 09:01:57
#11868 posted by Spiney on 2014/12/28 11:03:59
I find red lighting difficult to get right.
It needs to be strong enough that it is clearly red and not pink, yet that is usually 'too strong' in that it just looks like batman forever.
I always had the impression Quake engines do something strange to the blending of red lighting, sometimes it appears equally dark as it's surroundings while it should be brighter... or something. Cantputmahfingeronit.
#11869 posted by Lunaran on 2014/12/28 22:22:28
With multiplicative lighting (and also real world lighting), component red light is going to eliminate any blue and green luminance information, and likewise with any other combo, so colors and brightnesses can appear to change weirdly. Rune metal for example has a lot of blue and green in it, so hitting that with pure red just gives you a strange dark mess.
Justoffthetopofmaheadtho.
You wouldn't ever use pure component green lighting, or blue, red technically shouldn't be an exception. Is it just because it's a DARK VIOLENT COLOR that it feels less inappropriate than super crystal green?
Red Lights
#11870 posted by ijed on 2014/12/29 01:27:42
need a high saturation or they're just pink, as Mentioned above. The reason they look dark in Quake is because lots of the textures are green.
Green + red = black.
The map looks good, keep the lights.
Whoops
#11871 posted by ijed on 2014/12/29 01:34:06
I skipped Lunaran's post :p
To elaborate a bit, there is also a clamping issue; colour components can only be so bright (ie 255) which often combines badly with the quake palette / textures. Specifically red as well, since it practically requires 255 0 0.
Once you know this, you can use it for specific effects. The screenshot still looks good, but the proof is in the playing.
How To Do Colored Lights In Quake 1
1. git gud
Mor Progress On Map Jam 4 Attempt
#11873 posted by Skiffy on 2014/12/29 19:47:28
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_03.jpg
Some more areas developing. The blood tunnels will get more open spaces soon... But I like the door style :) spikes!
Ooooohhhhh !
#11874 posted by JPL on 2014/12/29 20:47:26
Really nice !
#11875 posted by dwere on 2014/12/29 21:34:35
An obvious texture misalignment. :)
Looks Good
#11876 posted by nitin on 2014/12/30 00:22:41
Skiffy
#11877 posted by necros on 2014/12/30 01:12:15
i feel like the middle screenshot has too many of the cross lights in one spot.
maybe if the bottom ones were the rectangle lights, or even better, if the lights that had two on the same pillar were merged into one long 192 unit tall light, it would make it look better.
Yea I
#11878 posted by Skiffy on 2014/12/30 04:39:11
Dwere, Texture issue is with Trenchbroom bug currently... or my compiler need to check
Necros, Yea I need to consolidate some of them into the taller ones or change style indeed. I also want to make the area taller and a bit more spaced out since it goes past too quickly. The lower gravity requires that I make those upper platforms a little taller :P
Still not bad for 2 hours of mad mapping at 2 in the morning for that entire space haha. I am enjoying this. A lot less work then UE4 :P
Skwkyigfifg.
#11879 posted by Shambler on 2014/12/30 21:48:54
Good stuff, I like the proper metal style and the tall pillars. Keep it going!
Skiffy
#11880 posted by mfx on 2014/12/30 22:07:08
Looks promising, proper style throughout, the last shot espicially.
Map on!
Agree
#11881 posted by Drew on 2014/12/31 14:35:33
More of this please!
#11882 posted by Hipshot on 2015/01/01 03:15:09
Looki lookie, my new level. A shameless rip of Overwatch, still, someone needs to do the empire of the rising sun some justice in Q3.
#11883 posted by JneeraZ on 2015/01/01 18:02:29
Soes anyone have or know where one could download those old, original pre-shipping screenshots of Quake 1? Remember the ogre (not even the shipping model, I don't think) walking down the hallway, the shambler fighting in front of the slatted stair case .. and a few others. And the dragon!?
I've scoured the internet and they seem to have disappeared. I'd love to get a hold of those and check them out again ...
Seem To Remember
#11884 posted by Zwiffle on 2015/01/01 19:10:36
that Spirit had a bunch on Quaddicted somewhere. Could be wrong though.
#11885 posted by Spirit on 2015/01/01 19:11:16
AEon's nostalgia pages would be the best source but I cannot find them online.
@WarrenM
#11886 posted by primal on 2015/01/02 17:39:27
An old ogre pic is included in this PDF.
http://www.quaddicted.com/files/misc/Tronyn-QuakeSlides.pdf
Here are some other pics, including one with the dragon.
http://www.gamers.org/games/quake/screens.html
Dat 90s screenshot resolution.
#11887 posted by JneeraZ on 2015/01/02 17:58:14
Thanks for that! That ogre shot is cooler in my memory but whatever .. nice to have it back! :)
#11888 posted by - on 2015/01/02 19:52:45
heh, I had a similar feeling about a Quake2 (pre?)release screenshot I remembered... A gladiator on a bridge over lava...
Tracked it down and ugh.... box room, saturated light, stretched textured on boxy character model.
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