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!
#11875 posted by dwere on 2014/12/29 21:34:35
An obvious texture misalignment. :)
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!
#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.
Mapjam 4 Progress.
#11890 posted by
Skiffy on 2015/01/03 20:34:02
Spent some time on a new area that you'll find yourself in early in the map. Had some fun with terrain as well. Included a snapshot in-editor of that madness!
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_04.jpg
Then just some more small scale are details when you are not bouncing off the walls in low G.
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_05.jpg
Hope you like it!
Temp Lighting.
#11891 posted by
Skiffy on 2015/01/03 20:35:50
In case anyone wondered. Not final lighting at all.
#11893 posted by
necros on 2015/01/03 20:38:24
i really like that doorway design with the spikes. very distinctive and quite original as well. you should try to work that design into more of the map, make it something that appears in more than just doorways.
Very Stylish.
#11894 posted by
Shambler on 2015/01/03 21:34:38
Glad it;s not final lighting tho. Impressed with the designs for sure.