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Adlib
ty
Vertig2 - Now With More Effort!
So, from the stuff you guys told me, I worked on my old map, dm_vertig, a lot more to make sure it was in working order. I did not fix issues like map size, as it is staying the way it is. I fixed an issue where people spawning in corridor could not get to the next floor safely. I did this by adding elevators. I increased mobility when rocket jumping to each floor. I did this by widening the gaps for the floor entrances, so that way you do not need to take time lining yourself up. I also made the map look aesthetically better, by adding curved surfaces and changing the textures to something more bearable than the last map. Items were also replaced, with armor types being separate from each other. The final thing I did here was add lighting, but be warned, it's super shitty. I might just ask someone to do it for me.
One major problem with the map is that if you do not own the full game, textures are invisible, therefore making the whole map invisible. I may add a compatibility map that uses textures from the Quake demo to fix this. Then there's the corridor camping thing, just look a bit back in the thread to see what that was.
Well, anyway, if you want the map, here it is:
http://www.mediafire.com/download/phdewcpceo9mnh8/vertig2.bsp
Wait, Use This Link.
Will try later.
Ps, nothing wrong with having dm in the file name. Makes life easier imo
FifthElephant
#16130 posted by SpecialBomb on 2016/03/04 16:47:40
Thanks! It's still not perfect, but it's a lot better than dm_vertig.
Dm-
#16131 posted by adib on 2016/03/04 17:13:29
I found problems naming a level dm-something or dm_something amont QuakeWorld people. A server didn't like "-", others complained about "_", so on.
QW would benefit from some QuakeSpasmWorld, giving some love to the code. Downloading .lit files, for example.
Demo
#16132 posted by spy on 2016/03/04 17:17:18
Specialbomb
It's certainly an improvement. I would probably have a play around with lighting now, an unlit map is never good. Get a good feel of what works and what doesnt.
#16134 posted by Rick on 2016/03/05 01:51:48
When first starting a map I usually just use one or two basic wall textures, one ceiling, and one floor.
I always place some basic lights from the beginning, but just to get a feel for how things look. They'll get adjusted and tweaked plenty as the map progresses, and many more will be added.
I never work on a map that has leaks or other compile errors. Any problems must be fixed first.
Thanks, But I Have A Huge Issue(s).
The texture tip was great Rick, so thanks for that. The main problem is that I have no idea how to use lights in Quake. DP has something about RT Lightmaps, and there is that light entity in trenchbroom. I have no idea how to use any of these things, so if someone could explain it, that would be nice. Another problem with lighting is that I have to compile the map before I can actually see how the light turns out. One last thing: I've noticed these key things for entities, and I would like to know them so I can use entities effectively. If someone could link me a list or something, that would be awesome.
Also, Lingo
I have no idea what leaks are, and I'm pretty sure there is much more to learn than that.
Light Keys And Using Lights
#16137 posted by necros on 2016/03/05 02:16:32
http://shoresofnis.com/post.php?postID=2
i should update it as it's still referencing aguirre's light util, but that one is actually pretty outdated now (although still very usable). you'll probably be using tyrann's new light with all the bells and whistles (see here: http://ericwa.github.io/tyrutils-ericw/ for keys and other things specific to tyr light)
unfortunately, yes, because of the way lights are you'll just have to get used to the numbers.
usually the easiest way is to make one light, tweak the values until you're happy (by compiling and viewing in the engine). once you have a light you like, you just copy and paste it into all spots that have that kind of light. eventually you end up with a 'palette' of lights, maybe 3 or 4 main types for different things that you use over and over in the map.
Is There An Editor That Can Make Lighting Easier?
I like to use trenchbroom, but I think I would want to use a second level editor that has light rendering built into the editor, kinda like the UE3 engine. Maybe blender is an option, as I have seen people using that.
Also, Best Map Testing Engine?
Some may have noticed that I use DarkPlaces, and the only main reason I use it is because it has it's own package in Ubuntu Linux, so I use it often on my Windows PC as well as on my Linux laptop. The reason I ask this is because DP can be a little dramatic with it's lighting effects, so is there a better engine that I should use test maps overall?
#16140 posted by adib on 2016/03/05 07:09:33
About lighting, no, there's no such thing. Quake lighting couldn't allow it. About engines, Fitzquake Mark V or Quakespasm are modern engines faithful to the original Quake. You should map for them.
Specialbomb
To add lighting to your map it's just a case of putting the light entities in there. There are additional features which increase/decrease the range of the lighting and there are different styles which add flickering effects too.
DP is probably not the best engine to test with unless you default back to normal lighting rather than real-time. RT lighting is something you can do once your map is finished and needs to be done within dark places itself.
Specialbomb
I'm pretty sure Quakespasm is also in the Ubuntu repositories, listed as "Quake". It wouldn't be the latest version, but should be just as easy to install as DarkPlaces.
Installing the latest version is trickier if you're not used to building programmes from source, but it's also doable.
Quakespasm's Pretty Good!
It really does look like original Quake! Well, besides the texture blending. I also figured out how to use the vis and light tools, and now I understand how I'm supposed to add and place lights. EricW's tools are a little advanced for me though, I have no idea what all of these features do.
About Lighting
#16144 posted by DeeDoubleU on 2016/03/05 22:40:28
At least editor can show true attenuation start/end circles. I'd guess most (if not all) editors atm only take "light" key into account and ignore "wait" and "delay".
#16145 posted by Kinn on 2016/03/05 23:00:37
It really does look like original Quake! Well, besides the texture blending.
Gah! You need to enable crunchy pixels. I'm in the pub right now slapping ales down me neck so can't remember the command, but can a charitable gent do the honours, please?
Gl_texturemode 3
#16146 posted by ericw on 2016/03/05 23:06:07
gl_texturemode gl_nearest
or (smoother)
gl_texturemode gl_nearest_mipmap_nearest
or (why would you do this)
gl_texturemode gl_nearest_mipmap_linear
How
#16148 posted by madfox on 2016/03/05 23:17:32
to avoid it?
"sound ogre : ogridl.wav not looped"
"SV_Startsound not precached"
Ericw, Some Help?
You are the legendary quake modder, so I'm assuming I can get some free tips from a god (What do you want sacrificed?)
I Need To Do My Fucking Homework
Just realized this. I'm so fucking dead.
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