Specialbomb
You don't need all the fancy features of the light tool to make a great map. The original maps were made just using the lights as they are.
The most important key for lights is "light" which allows you to set the brightness of the light.
FifthElephant
But why light? I honestly think a DM map would be more effective if all places are equally lit, so that way you can easily see all places. I get the aesthetics, but not the effectiveness.
Clear Map
#16153 posted by madfox on 2016/03/06 01:49:39
Noone forces you to make a map without light.
It can be a good way for improving your level on texture alignment.
Only take care to give it the vis-test level 4.
There were times I didn't map and I was more home at work.
:P
Specialbomb
There's nothing stopping you from making a map that's bright. But no-one wants to play a full-bright unlit map. It looks ugly and would make you look like a lazy mapper.
At the end of the day it's your map, I would suggest making it lit because people will (quite rightly) moan. :P
Just Throw In Some Lights
#16155 posted by mjb on 2016/03/06 02:38:17
If you, at the time, do not care for lighting then just try something like this for your current map:
-------
Light
Key Value
light 450
delay 5
-------
Then just place them around the map, if you don't want many dark places then place many. It will look better than full bright and it will also be moderately equally lit.
Also use _dirt 1 on your worldspawn. That way you at least have a little definition in your fullbright map
FifthElephant
Alright, I see. I just ran it through light, so I'll post it later. Super lazy right now.
Oh, Wait 0_0
I just refreshed, so I have not done anything you guys said. Lol, I have time tomorrow to do it.
SpecialBomb
#16159 posted by DeeDoubleU on 2016/03/06 08:47:46
Fullbright map messes with my depth perception.
#16160 posted by Rick on 2016/03/06 12:43:40
Outdoors can have light coming from the sky, but indoor areas look better if most of the light comes from an obvious source.
The various flame/torch models actually have a "light" key The source could be a light fixture made from brushes or one that is part of a texture. Windows and lava also make good light sources.
Even with a source, you will usually have to add additional light entities for fill and to simulate light bouncing off walls.
Good lighting is hard work.
To My Level 1
#16161 posted by JohnisonBoa on 2016/03/06 18:47:15
How I make walk to a monster?
Do You Mean A Walking Monster?
#16162 posted by mjb on 2016/03/06 19:17:03
Check this link:
https://quakewiki.org/wiki/path_corner
Also,it could be beneficial for you to look over some of the articles there.
Ok
#16163 posted by JohnisonBoa on 2016/03/06 19:52:48
Testing Problem
#16164 posted by JohnisonBoa on 2016/03/06 21:05:10
what engine is fine for test?
Because joequake had texture glitch, and fitz is heavy and don�t supports alt+TAB when I press it.
Quakespasm
#16165 posted by DeeDoubleU on 2016/03/06 21:31:41
Snow
#16166 posted by lth on 2016/03/06 23:07:51
Anyone recommend somewhere I can pick up some snow/snowy rock textures for Q1 + Worldcraft? I'm a bit behind the times. Ta.
Runewad
#16167 posted by madfox on 2016/03/07 03:14:20
There is a Rune.wad on Quaddicted with some ice and snow.
I think there are more.., daikantan.wad
Ogro As Well
#16168 posted by ijed on 2016/03/07 12:38:49
#16169 posted by Kinn on 2016/03/07 12:45:07
MFX used some decent looking snow/snowy rock textures (considering the quake palette is rather poor for that sort of thing) - in the IKWhite map jam - I can't remember which jam number that was, nor do I know the source for those textures.
#16170 posted by necros on 2016/03/07 13:16:05
Ruins has some snowy rocks I made by photoshopping some doom 3 Mars textures..
#16171 posted by lth on 2016/03/07 15:11:09
Thanks guys.
List Of Keys And Entities?
#16172 posted by SpecialBomb on 2016/03/07 17:25:56
I would like to see a list of keys and entities, because I'd like to learn to make doors and all of that fun stuff.
SpecialBomb
#16173 posted by Kinn on 2016/03/07 18:05:05
all that shizzle should be in the quake wiki (in theory) https://quakewiki.org/
#16174 posted by Kinn on 2016/03/07 18:28:06
ok I looked and that wiki is very incomplete.
tbh, I learned everything by looking at the game code in the QuakeC files, which isn't an ideal option for everyone.
Your editor should have an entities .def file or .fgd somewhere which contains all the entity keys and "should" have text descriptions of what everything does.
What editor are you using?
The old "The Forge" site linked from the Mapping Tutorials page on the Quake wiki used to have a semi-comprehensive entities list, but I see that's no longer accessible (you can get as far as the list of entities, but the descriptions are all dead). That used to be my go-to resource...
|