#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
Gibbie!
#17220 posted by Vondur on 2009/08/05 11:45:09
no, YOU!
This
#17221 posted by nitin on 2009/08/05 14:38:25
is very true :
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.
Also, dont forget idgamma. It seems some of us play with it, some dont.
Also
don't forget
V O N D U R
Vonder
#17223 posted by gibbie on 2009/08/05 22:14:27
no, YUO!
Server Problems Fixed
#17224 posted by SleepwalkR on 2009/08/06 10:46:12
Hi guys, just to let you know, the problem that brought the server to a halt every so often is now fixed. I am to blame for this; I used braindead SQL queries on the cube forum.
#17225 posted by mwh on 2009/08/06 11:31:16
Ah, just posted about that in site help :)
Painkiller
#17226 posted by negke on 2009/08/06 15:40:24
Do/Did people make Painkiller SP maps (with proper gameplay)? Is there a mapping community?
AFAIK No
#17227 posted by ijed on 2009/08/06 15:44:50
Because they never released dev tools.
Fucking shame.
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