 Hmm
#17195 posted by nonentity on 2009/08/01 14:45:26
Please, vitriol is so much more than mere profanity.
 ?
#17196 posted by madfox on 2009/08/01 17:23:26
Is that why you're no entity anymore?
 I Just Don't Get It
#17197 posted by madfox on 2009/08/01 17:41:04
I tried to download the High Resolution Pack for DN3D from their site yesterday and spent 40 minutes to get me a 99% download.
I waited hald an houre without progress.
Then I quit the site having no folder in my index.
Today I tried again and saw the 400Mb in 10sec(!) on my hard disk.
Trying it again to make sure if nothing went wrong bunched me back
to a delay of 40 minutes with shady outcome.
 DOW2
#17198 posted by ijed on 2009/08/01 18:52:47
Half price weekend deal.
I'm weak.
 Mapgen Convolution
#17199 posted by qbism on 2009/08/02 04:16:30
Preach laid out the difficulty of looping the generated tree structure. A related task is convolution, make the map twistier and more compact. One way: notch map tiles to make pockets for endcaps, and don't even check endcap collisions in qc.
Convolution pics (also prove jooobs not yet in danger):
http://qbism.com/_extfiles/qbmg17-4.jpg
http://qbism.com/_extfiles/qbmg17-5.jpg
7 map tiles in editor, 36 brushes:
http://qbism.com/_extfiles/maze17.jpg
 Interesting Though
#17200 posted by ijed on 2009/08/02 05:00:43
More complex tiles with retouch and entity placement by a mapper could produce nice results.
#17201 posted by gb on 2009/08/02 05:15:29
not bad.
#17202 posted by necros on 2009/08/02 05:23:40
it would be interesting if this could be applied to something more 'acute'.
instead of generating an entire level, could it be used to generate, say, a wall?
give it a box map and have the thing greeble everything.
#17203 posted by gb on 2009/08/02 05:48:52
Also, try making it generate several levels connnected by stairs or lift shafts, so a mapper can fill in the actual lift. Perhaps also a second level/gallery to every room would be good.
 That Might Work
#17204 posted by qbism on 2009/08/02 06:06:47
Mapgen collision-detects against world and func_notile regions placed by the mapper, so could be trained to generate near walls, a 'greeble vine'. func_notile can be used to keep the greebles from blocking pathways. A network of conduit in a service corridor is an example.
 Necros
#17205 posted by Preach on 2009/08/02 23:28:15
The original mod actually had an example mod doing something similar - although it didn't help that it was by far the ugliest map in the pack.
If you grab the mod from
http://qexpo.quakedev.com/booth.php?id=32&page=113
and load the "desert" map, you can see the effect. Instead of walls in a large room, you can see randomly generated roads being placed in a fixed desert map. But the idea of bounding the playing area with a fixed space is the same.
on lifts: I actually wanted to make a tile in the space set which was multi-floored, with a lift going between the two. You can already attach entities to a tile; I just dithered over doing a lift. All the qc source was written from scratch, and I wasn't sure about starting to include original progs code just to get the lift working. So it never made the cut...
 Btw
#17206 posted by PuLSaR on 2009/08/04 10:19:02
Where are Kell, Kinn? Are they still active?
 Dead.
#17207 posted by - on 2009/08/04 10:53:37
sadly
 Scampie
#17208 posted by JPL on 2009/08/04 11:32:32
Did you burried them alive?
#17209 posted by Trinca on 2009/08/04 12:08:22
negke why my maps look dark in your computer? :\ and the lights of mines are the same as necros maps for example? I don�t need to adjust the lights to others maps... :| does other people also think that my lights are to dark? maybe when I return into mapping I should increase the lights a bit...?!?!?
 Trinca
#17210 posted by JPL on 2009/08/04 12:14:55
negke is almost blind: don't trust him !!!
 Trinca
#17211 posted by Spirit on 2009/08/04 12:17:37
Yes, sm155_trinca was very dark. 50 more I guess.
#17212 posted by Trinca on 2009/08/04 12:41:31
OK, i will start using gl_gamma 0,5 and gl_contrast 0,5 to
i always use 0,7
 No
#17213 posted by negke on 2009/08/04 12:46:17
Use gamma 1 (disabled) and set the brightness slider to 0. Base your lighting on the default values.
Lighting always looks different - (brighter/darker - on each individual monitor (and possibly engine, too). The key is to find the golden mean.
 Who Are They?
#17214 posted by ijed on 2009/08/04 13:55:28
 Ask
#17215 posted by madfox on 2009/08/04 16:40:30
Lunaran.
 Brightness
#17216 posted by necros on 2009/08/04 19:46:16
there's also the difference between LCD and CRT monitors.
i've found CRTs tend to have a lot more contrast but are also generally darker. LCDs tend to have less contrast at the darker end and are generally brighter.
if you're designing on a CRT, you should set your stuff to default brightness and work from that (using iD levels as a base, but remember those levels are brighter than they need to be). if you are using an LCD, i'd turn down the brightness a little bit and work like that (use iD levels again as a reference).
 Do You Really Think That
#17217 posted by Rick on 2009/08/05 01:40:47
the iD maps are too bright? I've always had to turn brightness up just to see on their maps. As a matter of fact, I have a special nVidia profile just for when I play Quake because it's way too dark if I use my normal Windows settings.
Anyway, I've always pretty much used the iD maps as my reference when lighting my maps.
I have my newest computer in the living room hooked up to the tv and I have a hard time deciding if the lighting is right or not when mapping because the lcd TV is way different from the crt monitor I used to use.
 Heh - There's A Real Art To Lighting A Quake Map!
#17218 posted by RickyT33 on 2009/08/05 03:13:49
So many forces working against you....
Ive had em all in my short career - to bright, too dark, too shit, to bland, too colourful, meh - you just cant quite please everyone!
I have often re-done large portions of my maps 2 or 3 times sometimes!
#17219 posted by gibbie on 2009/08/05 11:21:56
imo just make sure the lighting in the map spans the entire range of possible values (0-255)... eg 255 close to spotlights, 0 in really dark corners... if you don't do this (for example by using minlight) the map may look washed out or bland. Then play with fall-off and intensity of lights to achieve both sharp and smooth gradients...
look at tyrann's maps for a demonstation
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