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Oh 
right, quake lacks everything that's halfway dynamic, but that's just an engine thing, not gameplay. 
As A Hobbyist 
there are hundreds of ideas involving both game play and design have explored but have not released in any full maps. I'm posting these here instead of the new thread because most of these don't concern game play but design instead.

The Lava puzzle at the end of ZerTM_ht was a simplified version of an idea I once showed AquiRe involving a maze with a lava floor where you had to find sigils of protection and buttons that would raise a walkway around the maze. It is in one of the Mortisville maps, but too frustrating in its current implementation.

Other ideas --

One I demonstrated a while back, the idea of using a min light of 250 in the worldspawn entity and then using the light entities as deductive and additive brushes:

http://mortisville.quakedev.com/quake12.jpg

You do get a better since of control with the lighting with this method than standard lighting.

Another way of doing this would be to once again set min light to around 250 and paint on the lighting for each texture in its position in the level. Reuse of textures becomes severely limited, of course, and it is very time consuming.

Also, much more fun than the last method, is to separate out each room or area in a map, create five to ten thousand brushes worth of detail adding material textures without defining details, then go around the individually built maps and take screen shots that are the bases of the textures that you eventually use for the actual level. If you are careful with the lighting, this method can look extremely good.

Similar to this, I like to model in programs like Wings3d and Blender and take ray cast based shots of the models and use those as the basis of textures, like this one:

http://mortisville.quakedev.com/lamp3_5.jpg 
In Other News 
The Quoth links on Signs of Koth are not working at this time. 
Crikey! You Turn Your Back For 2-3 Days... 
...all hell breaks loose!

I dont know what to say.

Spirit - Your idea for 'testing engines' - you should look at my new map when it comes out later this week. r_speeds are quite high in places, but the map is within all standard limits and runs in software Quake. What we would need is an AguirRe style Kascam demo where somebody crazy (like AguirRe) runs around on god-mode, trying to create packet overflows.

Lunaran - Delighted to hear from you again. My comprehension of the technical workings of the Quake pallette is far inferior of yours. I ALMOST know what you mean. Infact I do know what you mean. Surely though, on a 32-bit rendering, a light with a color; (RGB 255 255 220) would not cause much of a detrimental effect, very little "muting". I admit that one must be carefull - especially when using light colours like (255 0 0).

I like the idea of using different subtle shades of yellow and blue to represent different types of electric light and sunlight, but without making them TOO yellow or TOO blue. Only slightly coloured lights.

I dunno. I've had fun playing, that's all I can say! 
 

Where the fuck is Electro?


Bouncing around the country, back in Brisbane now.

That Mibbit is great, may have to poke around with it at lunchtime, the Telstra guy is coming to connect the phone line in a couple of weeks, then I can start organising getting internet connected.

Yay! 
OK, Where Is This Map? 
celephais.net/board/view_thread.php?id=6035

It's not where its says it is, and because theres no link to a specific file, I cant search the filename...

It must be quite a good map, from reading the thread...

HELP PLEASE ! 
Er, This Link: 
Put The H 
ttp in front 
Google For "The Fistfucking Little Box" 
Thanks Spirit! 
I didnt realize that was actually the name of the map!! 
 
Tried out DarkPlacesMod last night, with Rygels high quality (2.7Gb) texture pack. It has, er, normal and gloss maps for most textures too.
I wanted to try it out with my new 8800 GTS 512.

Start wouldnt load, neither would E1M1, I think due to a lack of memory. I wasnt using the picmip command.

But The Fistfucking Little Box loaded fine, due to a small amount of textures used for the map. And I must say mod and map together = more eyecandy than I could get my head round. I nearly cried at all of the beauty.

High res bump-mapping (OK, not quite bumpmapping) in Quake - un-necessary indeed, along with the RTLighting, but, well, I thought it looked good! :F 
Ricky 
Normal mapping is like advanced bump mapping. 
Is It? Oh, Well... 
I dont really understand it. But it looked cool!
Looks better than the Tenebrae effect, anyway, but I guess thats to do with actual increase in texture resolution.

I quite like the look of just the highres textures in other engines, but Darkplaces *looks* the most impressive with all of the bells and whistles running, in dpmod. Just a shame it wont load big maps that way.

It is silly really! I mean I might as well go and play UT3. 
Try 
Wikipedia and look up relief mapping - it's what they used in Quake4 so that a flat surface can occlude itself, interesting reading.

If you're into that sort of thing ;) 
Ricky 
I think I've heard you can knock down Rygel's highest textures to about half size and don't notice about any change in quality.
Don't remember so well anymore. 
I'm Back 
Delegate zero says hello. 
Yeah Bambuz 
I think you use the picmip command. Or you download the small version. 
 
The latter. Performance will be much better. The looks, a matter of taste, but probably the same. 
Preach 
Thanks for Fitzhack v2 btw. 
Portal Quake Tribute 
 
I wonder why the textures look so wretched. I know it's filtering them but GLQuake does that too and it doesn't look THAT bad. 
Yeah 
have they been exported as really bad jpegs or something? Cool novelty anyway. 
Vis 
is a temperamental fucker at the best of times!

Or maybe its just my inefficient mapping :-P 
Sielwolf Just Saved Me... 
...from delivering a ho hum level (by mere seconds...I had the news sub form open), and I'm going to have to rethink skill 2. So, given I'm moving house tomorrow there'll be a slight delay in getting dis_sp6 out the door. Nonetheless, thanks sielwolf! 
Damn You Sielwolf 
 
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