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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Thanks Killpixel 
I'll look into it. 
 
My Egypt Map In A Nutshell 
mfw 
Lol 
Nice 
Update On My Quake Map (WIP) 
Trippy 
Some crazy stuff going on...like the inverted grave stones! 
Surrealism Always Suits Quake Well 
Can't wait to get my hands on your map, Serge. Any ETA? 
Kinda E4-ish 
And some of the background designs look a bit bland in that E4 corridor sort of way. But it still looks well built and some of the ideas look very cool and promising - the floating rune things especially. Keep it going dude. 
Nice To Both Negke And SJ 
 
@mugwump 
It's too early to give you an estimation since because it really depends on how much free time I have and right now it's not all that much :)
I'd say the map is about 30% completed. 
 
 
Two info_player_starts?

BTW, you know you can make albums in imgur, right? You don't have to post one link per screenshot. 
#14440 
If you're using tyrutils-ericw compilers, you should check Surface lights. Might be useful in this case. 
Mukor 
lookin good! 
 
Surface lights.
Does this mean what I think it means? What I think is: compiler deciding light value (and color) automatically from the light textures without the need to add light entities. 
Yes You Mugwump 
 
Scratching The Surface 
Surface lights are just a "Hack" (not to put a dampner on the awesome stuff ericw achieves) as far as I understand it. What happens is that you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture. It's the sort of thing you could do yourself, if you had the patience of a robot. It's pretty effective though with the caveat that if you wanted some of those textures to be lit and others not to be you'd have to have two of the same texture with different names in your map.

Feel free to correct me if I'm wrong about how it works, it's been a while. 
 
In case I didn't make it clear, the light that's emitted depends on the values given to that original entity, so there's nothing picked out from a texture or anything like that. (For picking colours from a texture, I like to use shareX's screen colour picker, it can give you the numbers in a format that you can just paste into an entity.) 
MFX 
Why are you posting without a name? 
Pritchard 
Yes, it just duplicates one light entity over faces with specified texture name. Saves time when you have to edit lots of duplicated lights. 
Mukor. 
I thoroughly approve of this situation. 
I Used Surface Lighting 
for light from lava in explorejam 2 map 
 
you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture.
Wow, good to know, this is gonna save me heaps of time! One thing though: would it still allow lightstyles on specific lights, like a neon blinking while others don't? 
 
I tried surface lighting on lava but found it to be very erratic, I think because of how the surfaces are chopped up. Some lava looked fine, while in other places didn't seem to emit any light at all.

What it's really best at is light emitting textures that have an obvious source in the center. You save having to place many lights, and they are all consistent throughout the map for color, brightness, etc. 
 
I'm pretty sure light styles work, switching the light on and off definitely does. Targetnames are retained by every duplicated light.

If you want some of them to do one thing and others to do another, then you'll either have to do ugly things with your brushes/textures or handle the lights manually. As far as I know there's no way to edit the individual lights that get created, they're only added when you compile.
(Maybe if you decompile your own map... but seriously?) 
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