Finding Stuff
#12753 posted by sock on 2013/04/09 15:22:30
It still amazes me how difficult it is to find stuff for Quake. I recently wanted to see how Rogue (mission pack 2) did there stuff and finding their QC files is really hard work. I even tried de-compiling their progs but had loads of problems with weird error messages.
After a long time searching I eventually found THIS and it is perfect! Loads of sample maps and all of the extra files needed to see how it works. If you want to use any of the mission pack stuff in your maps download this zip!
URL: http://super8.qbism.com/2011/12/quake-c-custom-entities-custents/
Custents
#12754 posted by than on 2013/04/09 16:17:08
yes, it is pretty amazing. I wonder why nobody has really used it though? I mean, you can have funcs containing water ffs. How cool is that?
erm... I just realised that's not what you are talking about. Seems that I was thinking of this:
http://super8.qbism.com/2011/12/poxs-goodies-extras-quakec/
http://quake.chaoticbox.com/
Fullbright Removal
I've made a few new textures for my map but I have some fullbrights on it that need removing, for some reason tex mex isn't removing them, are there any other programs that do this?
You Could Try Wally
#12756 posted by RickyT33 on 2013/04/09 17:34:20
http://www.quaketerminus.com/tools/wally_155b.exe
You might have to do it manually though, not sure.....
Hmmm
I figured out a way to remove fullbrights using paint shop pro (yeah I'm still rocking this program)...
Just made all the bottom palette row a garish bright pink colour, all I have to do is load pink palette first and then the quake palette (whilst maintaining indexes) and it's all hunky-dory.
#12758 posted by negke on 2013/04/09 19:30:18
TexMex can remove fullbrights - or at least show you which pixels are, for manual fixing.
Texmex
didn't work mr negke... infact the new way using PSP7 is actually fool-proof (can't believe I didn't do it this way before!)
#12760 posted by darkhog on 2013/04/10 03:31:45
So I'm outta to make some textures for my maps. Do anyone have quake palette in Photoshop format?
#12761 posted by - on 2013/04/10 04:57:14
http://quakewiki.org/wiki/Quake_palette
There's a zip there containing the palette in several different formats
TexMex
#12762 posted by than on 2013/04/10 06:44:57
as Negke says, it can remove fullbrights.
As far as I know, there isn't a fullbrite removal tool, but there is a "use fullbrites" option in the preferences that stops TexMex from using fullbrite colours during image conversions. To remove fullbrites from an existing texture, you might have to copy and past the texture back into the wad (shift+ctrl+c then shift+ctrl+v).
By The Way
#12763 posted by than on 2013/04/10 06:47:50
I use Photoshop for editing id textures, and when doing so I make sure I use the pencil tool and disable any kind of brush dynamics or smoothing so that you know that the colours you sample are being replicated exactly when you paint. I do this, and then find that I don't need to disable fullbrites.
I guess if you paint with the Quake palette it's fine too, but I don't really know any good 8-bit workflow in Photoshop.
TexMex
again than, I used the remove fullbrights thing, even did the copy paste trick and it didn't work. It removed the bottom row but not the second bottom for some reason.
darkhog, my advice is if you're making your own textures then work at least 2x the size you need and make a swatch using the palette. I wouldn't worry about the brush type too much as it will probably get lost when you downsize anyway. And watch out for fullbrights! :P
Hi Guys
#12765 posted by mfx on 2013/04/10 16:47:35
short question, how can the quoth-vermis be moved around?
or how can i spawn it.
Before The Editor Opens Map Layout
#12766 posted by mechtech on 2013/04/10 17:02:20
Found this tool. Might be helpful to put ideas down before you fire up the Quake editor. Built more for adventure game layout put looks powerful.
http://autorealm.sourceforge.net/
Mfx
#12767 posted by than on 2013/04/11 01:36:22
Autorealm
will never replace my pencils and grid paper!!1
Thanks Than...
#12769 posted by mfx on 2013/04/11 10:23:12
#12770 posted by necros on 2013/04/11 13:00:58
You can attach vermis to a rotating train... Google this site for posts by me on this topics.
Hmm, I Don�t Get It
#12773 posted by mfx on 2013/04/11 21:51:58
Necros, all i want to do is to lift a vermis out of an area the player visited earlier.
Sorry but i�m really desperate about it, attaching it to moving entities don�t work.
Any help would be very appreciated, maybe an example map or sth.
Thank you!
#12774 posted by necros on 2013/04/12 01:39:20
you make a func_rotate_train and set it up as usual, but instead of making a rotate_object and doing a target->targetname to it, you do the target->targetname to the vermis.
the func_rotate_train will move the vermis around.
Necros
#12775 posted by mfx on 2013/04/12 02:10:30
Quark is a bitch you dont want to **** with.
thanks.
Advice On Layouts? (Singleplayer)
#12776 posted by quakis on 2013/04/12 15:14:46
Consistent problem of mine with mapping (for any game really) is being able to create some nice looking rooms/areas, and having no idea what to do with them next; any attempt at layout becomes quickly stale, flat and linear - simply uninteresting. I've spent a long time examining existing maps, offical and custom, what makes them tick and why they have nice layouts with interesting flow; but I still have trouble doing the same myself despite having ideas for gameplay and themes etc.
Any pointers?
#12777 posted by sock on 2013/04/12 15:43:22
Some layout ideas:
Layers: Take your room and slice it into layers and then create height differences based on the layers. Once you are happy with the height difference connect with stairs/lifts.
Purpose: Design each space with a theme and a purpose. Plan out the layout based on what function or purpose the room is going to have. This will often dictate height and shape considerations.
Texture: Use textures to define shapes, like lego panels. Cut and slice the brushwork based on texture lines, works best for industrial stuff.
Intersection: Take two spaces at different heights and mash them together to form a combined version. The intersecting area will be perfect for letting players see the next space and where they are going. Also good for forcing transitions between architectural styles.
Monster: Create a space specific for a monster which gives the monster a crazy good advantage over anything else in the room. Always allow the player a chance to see the room beforehand so that the only surprise is the monster not room + monster.
Humans: Define the space by door and window dimensions. Will give a location a realistic sense of volume and create a natural foot movement through a room.
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