Mugwump
thanks, fixed it now.
Bloughsburgh, thanks! :)
Colorful Ejipt = Win
#109 posted by dwere on 2016/12/27 19:04:02
Water Alpha
#110 posted by Preach on 2016/12/27 19:27:16
Water alpha is a console command, type "r_wateralpha 0.65" to see how it will appear. In the final pack, this will be applied automatically, but it's best to have the same setting while you're making the map to see that it looks OK.
Reminder: if you want to add e.g. lava to your map and have have it opaque, there's a trick you can use. Add a normal lava brush, then create a thin func_illusionary entity with the lava texture enclosing the top surface of the lava brush. There are ways to make this a bit neater using skip textures but it's 99% good enough like this.
#111 posted by lpowell on 2016/12/27 19:48:26
@in your readme, you can instruct the player to set r_wateralpha to whatever value you want. In Quoth you can add an info_command_spawn entity with a "message" key of "r_wateralpha 1" (no quotes). In vanilla Quake *I think* you can do a similar thing with an info_command entity but I haven't been able to get it to work (in AD at least).
#112 posted by Joel B on 2016/12/27 19:51:13
Naitelveni, assuming that's a map you're making, when you compile the map I believe you need to use -transwater as an option for qbsp. Otherwise the water won't be transparent at all (unless a client sets r_novis).
Once the water is transparent then the client's settings for r_wateralpha will determine "how much transparent" it is.
(I could be mistaken about this though, since when it comes to Quake map compiling I'm only a spectator.)
@Naitelveni
#113 posted by Newhouse on 2016/12/27 20:04:36
N�ytt�� hyv�lt�, jatka samaan malliin.
Everyone, maps are looking great
Egyptionous.
#114 posted by Shambler on 2016/12/27 20:43:04
Sweet man. Looking good.
Naitedawg, don't really like the blue, do really like the rest of it, especially the first shot.
Nice one guys.
@FifthElephant: Amazing Work
#115 posted by Matsilagi on 2016/12/27 20:43:15
That's exactly how i imagined this request to be.
Outdoor canyons, then inside a temple, then outside again.
Reminds me of Valley of the Kings and a few SS Beta maps.
OTP-my Submission Will Be Down To The Wire
Is the deadline midnight on the 30th? If so which time zone etc? I am in Los Angeles.
yeah my submission won't make it, I'll do a separate release.
#118 posted by PuLSaR on 2016/12/27 21:33:11
where's quaddicted when I need to play aome oldskool maps for inspiration?
I'm In The UK So...
whatever conversion you need for timezones.
It may take me a day or two to get submissions in but the pack wont be extended beyond this week.
4pm The Day Prior To The Deadline
Is my deadline. I'll give it my best - thanks.
#121 posted by Breezeep_ on 2016/12/27 22:13:59
Cool
#122 posted by mjb on 2016/12/27 23:07:24
I wonder what is down the holes...
newhouse: Dude, thats creepy! how did you know im finnish? XD
My progression at the moment: im done with the lights, now im moving on for monsters and triggering and after im done with that I'll probably add some detailing around the map and check for bugs.
Is it ok if i dont include difficulty settings?
Ill
Breezeep
#124 posted by ericw on 2016/12/27 23:29:53
Love how the bricks catch the light!
4pm The Day Prior To The Deadline
What time zone?
#125
I am in Pacific Time Zone. Los Angeles. GMT -8 (I think)
@Naitelveni
#127 posted by Newhouse on 2016/12/28 04:00:49
Huomasin miten nimesit noita ryhmi� TB'ss�, ehk� tulevaisuudessa tehd��n yhteisty�t�*
This jam iso going to be quite large, hopefully everyone had enough time for finishing their maps. I have to cut down a lot, since scripting in vanilla Quake is much slower yet how to teleport enemies instead id just spawning then. Also My map included a lot of traps and puzzles.. So that is the reason it might not Be finished
And Sorry My Stupid Phone Tried To Correct Everyone Word I Use.
#128 posted by Newhouse on 2016/12/28 04:02:27
I Managed To Improve My Lighting Skills
#129 posted by lpowell on 2016/12/28 04:08:12
which is to say they're still pretty weak as opposed to crap-crap. Still not gonna fuck around with colored lights until I have more time to fiddle.
Rockwork's still a mess hehe.
Gotta say I love the colors in sock's WAD.
lpowell,with coloured lights you want to give them alot of white, otherwise the colours will look too saturated. example, if you want a red light, pick a light pink colour, it will look very red in the game. If the colour is too deep the end result looks silly(in my opinnion).
Newhouse, We can most definetly collaborate in the future! :)
http://kuvatus.fi/images/2016/05/09/torille.jpg
Funny Bit
Taking a break and watching a playthrough of Ancient Aliens only to see the exact same textures you've been working with.
The Doom II Mod?
#132 posted by Mugwump on 2016/12/28 15:09:29
I've just googled it, I wasn't aware of it - I haven't really kept up with Doom news since I reinstalled Quake. Sounds fun but the tech parts look very... disco... Nonetheless, I'll try it someday. Thanks for mentioning it.
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