#110 posted by PRITCHARD on 2016/09/21 10:46:50
As far as I know there aren't any engines that let you define brushes with specific shaders on them, which is the sort of thing you would need to change how geometry or textures looked through them. Sorry.
Bummer
#111 posted by Mugwump on 2016/09/21 10:51:37
Thanks Pritchard. I guess I'll have to make do with classic see-through transparency, then.
Regarding A Start Map
I'm already on it, looking forward to seeing your ideas though.
Bummer*2
#113 posted by Mugwump on 2016/09/21 13:16:34
What do you think about my idea for skill names inspired by movies? If you want you can use it, as is or modified to your liking.
the start map is already movie themed, it might fit, i'll try it when i add the skills.
Cool
#115 posted by Mugwump on 2016/09/21 19:05:14
#116 posted by Newhouse on 2016/09/21 23:57:26
Inside NEW Houses?
#117 posted by Mugwump on 2016/09/22 01:37:36
#118 posted by Newhouse on 2016/09/22 02:01:28
Yeah, except those are mostly old houses/buildings*
#119 posted by Mugwump on 2016/09/22 02:09:01
Yeah, retro theme and all... I was making a joke on your alias.
#120 posted by Newhouse on 2016/09/22 02:43:23
Yeah, I know ~ I just didn't know NewHouse sounds weird/funny, if there is even Dr. Houses around. And it is literally converted from my surname which is "Uusitalo", but I can assume nobody could pronounce it properly enough.. so that is why I pick up "Newhouse" instead.
Progress So Far?
#121 posted by Newhouse on 2016/09/22 02:48:53
Just wondering, how people are doing, everything going as planned?
#122 posted by Newhouse on 2016/09/22 23:58:57
Is it possible to not give player shotgun?
#123 posted by Newhouse on 2016/09/23 00:05:26
Nevermind, I was able to take it off by using this "take_weapons" key in worldspawn.
#124 posted by Newhouse on 2016/09/23 04:24:56
So if anybody is interested : https://drive.google.com/file/d/0BwxYkKdSD855MGxXUW5jRmpZT0E/view?usp=sharing
It feels like I have no idea what I'm doing currently.. hopefully in next week that is much more clear.
Kingpin Texture Fix
Some of the textures had far too much colour in them. Here is a "fixed" wad.
https://dl.dropboxusercontent.com/u/108695968/kp_desaturated_fix.wad
Shamblernaut
#126 posted by Mugwump on 2016/09/23 20:54:08
What's your method for desaturating textures? For what I'm currently doing I don't need greys, just pure black and white, so I click greyscale in PhotoShop then ramp up contrast to the max, but it might be useful to know how you do it, and why there's "too much color" left in them.
I'm using a program called graphics gale, it has a nice batch tool that lets me reduce the colour depth using a palette. I'm using a custom palette that has the fullbrights still included (in case somebody wants that).
As for why there are colours still, I think that when I was desaturating the palette (I had to do it by hand) I didn't do it perfectly and some got missed (they're close enough to grey that it isn't really noticeable).
Anyway from there I export to either bitmap or tga, whatever texmex feels like accepting in that given moment.
Graphics gale has really streamlined the process for me, sure I could probably get better looking textures doing them individually, but with the app I can do them in bulk and concentrate on mapping. At the end of the day the lighting is going to make the most difference anyway (IMO).
Thanks!
#128 posted by Mugwump on 2016/09/23 21:59:32
I suppose the palette is the one you uploaded on first page? Will you do the enemies/weapons/HUD as well?
Yeah
I'm going to package a version of AD (without the original maps) with the jam, I'm going to make a desaturated UI with it. I probably won't bother with the enemies considering there are so many of them.
Awesome!
#130 posted by Mugwump on 2016/09/23 22:39:50
There should be a cool jazz soundtrack to complement the thing. If you think you won't have enough time, I could try to do the enemies using your palette and Graphics Gale. I doubt I'll have a playable map ready for the deadline anyway, so I'm in no rush - I may have had enough time for a start map, but you spoiled me of that :P
#131 posted by dwere on 2016/09/23 23:20:03
As for why there are colours still, I think that when I was desaturating the palette (I had to do it by hand) I didn't do it perfectly and some got missed (they're close enough to grey that it isn't really noticeable).
Quake has a blue range that's pretty desaturated. It's not uncommon for a quantization algorithm to decide that a grey pixel in the original image is closer to one of the desaturated blues than it is to one of the greys.
Some other colors may end up being used for the same reason, but the first blue range is the worst offender. On the other hand, getting rid of it might actually reduce the quality, since the Quake palette doesn't have a lot of greys.
#132 posted by NewHouse on 2016/09/24 15:55:38
Thanks Shamblernaut* I'll use those instead.
Also even though Quake's palette doesn't have a lot of greys.. it doesn't matter really. Light can be used as a focus point, almost white sky as a canvas and so on.
Guys Guys
I worked out the funky colours that I was getting. AD was defaulting to the quake palette, not the colour data stored in the texture in the bsp file.
So what was happening was it was reconverting the greyscale textures back to the quake palette, quite a bit of texture detail was being lost in this process.
(now how to fix it)
in post #46 I included a zip file with the palette files in it.
1: Make a copy of AD and call it jam8dev or whatever.
2: Extract the .lmp file from the aforementioned zip to a directory called gfx, which should exist in the copy of AD you just made
3: Rename that .lmp file to palette.lmp
4: Update your Jack / TB to use this folder for testing and development of your map.
5: ???
6: Profit.
#134 posted by metlslime on 2016/09/25 22:20:29
FYI, There is no color data stored in textures in bsp file, they just refer to indexes into a palette stored elsewhere (palette.lmp as you say)
|