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Screenshots @Halvgoeden
#151 posted by primal (nli) on 2015/08/02 20:28:36
Halvgoeden, if you are asking how to take screenshots from the Quake engine, F12 should do the trick in most of them. Or, you can use a screen capture program that allows you put in a few seconds delay before it grabs the screen or a window.
Hal
#152 posted by DaZ on 2015/08/02 20:30:41
It looks like you have a brush textured with a lava and a non liquid texture on a different side of it (the lava fall) the compiler probably won't like that one bit!
Need to split up the brushes as liquid brushes need to have all sides as as the same liquid type.
#153 posted by necros on 2015/08/02 20:33:16
interestingly enough, this has not always been true. there was a trick in some older compilers where the point contents of a brush were taken from whichever the first (or last?) face's texture. so you could have a brick textured brush, but one side was lava, making the whole thing lava.
Getting Further
#154 posted by ShoTro on 2015/08/02 20:40:48
Just figured out a ton of Jackhammer mapping tips like "Shift Click" cloning, visGroups, and arrays... or whatever they are called in Jackhammer.
My map is about 5-6 rooms right now, I am about halfway through what I have planned. It is going to be a little underwhelming from what I initially planned but I am aiming to get geometry done by Wednesday and then focus on just fixes, textures and entity placement for the rest of the time. Here are two shots, one is of the "hub" which I have posted before, but updated with my current lighting setup:
https://www.dropbox.com/s/lt9zabhhlqob1i4/Quake_MapJam666_WIP_3.jpg?dl=0
and then the first room heading towards the silver key. Very small, but has a cool or interesting feature that I was planning to be at the end of a lot of crazy stuff that I will just not have time to do:
https://www.dropbox.com/s/nljfcmb7r09659f/Quake_MapJam666_WIP_4.jpg?dl=0
@Halvgoeden - I had to scrap and start over too. There are a lot of quirky things and a lot of "unlearning" and learning new things I had to do to get off the ground. I just followed all of Eric's example settings then tweeked from there. As for critiques, it is simple but fits the theme nicely. I have to keep reminding myself of the theme and might change my maps textures before all is said and done, but I started with white boxing with default textures then expanded from there. You have the right idea. Keep going!
My Screens
#155 posted by @Halvgoeden on 2015/08/02 20:47:50
@Halvgoeden - for my screens I just do "prt sc" and then "paste as" -> "new image" in GIMP then crop to the screen. I am running the game windowed over my work environment and it allows me to save to any format.
#156 posted by JneeraZ on 2015/08/02 21:13:15
Map is going to be a smaller affair if it's to have any chance of coming in on time.
https://dl.dropboxusercontent.com/u/161473/Misc/MapJam666/mapjam666_A.png
Yeah!
#157 posted by DaZ on 2015/08/02 21:21:23
Love it!
Arg
#158 posted by Breezeep_ on 2015/08/02 21:22:27
I'm Jealous!
#159 posted by JneeraZ on 2015/08/02 21:24:58
Don't be. That's pretty much the entire map so far. :P
Halvgoeden
#160 posted by necros on 2015/08/02 21:55:25
alt+prtscr, then you don't need to crop!
Rocks Barfing Lava
#161 posted by negke on 2015/08/02 21:56:21
...Too bad it's not rainbow-colored!
#162 posted by necros on 2015/08/02 21:58:09
...and the rocks aren't unicorns!
Warren
Looks good man. Don't be scared of making a small map. Most of my maps are around 5 minutes to complete.
I'm Back In The Game, Bitches!
#164 posted by necros on 2015/08/02 23:18:38
http://shoresofnis.com/temp/2015-08-02_itcompiles.jpg
Huge thanks to ericw for fiddling with his compilers to get this to work, even when he was working on his own stuff!
Also, while I ultimately went with the tyr based compilers, a big shout out to rebb for working on his jury rigged compilers at the start.
Both of you are top dogs in my book.
for the curious, I ended up going the 'huge func_detail in giant skybox' route. 35k leafs, but whatever, it works.
now to actually build the structures and crap in there, and put monsters in......
*Stamp Of Approval*
#165 posted by Breezeep_ on 2015/08/02 23:38:48
#166 posted by JneeraZ on 2015/08/02 23:59:09
Haha, that compiles? Achievement unlocked...
Wip In Wip
#167 posted by DaZ on 2015/08/03 00:48:23
http://imgur.com/a/Wlfp8
Shot 1 : Special treasure rooms that are opened by finding special buttons hidden in the level.
Shot 2 : new stone arch blocking walkway upwards.
Shot 3 : Overview so far. Need to finish the top the castle and fill in the walls!
Feedback :
ShoTro : Looking better! All the coloured lighting is a bit much. The orange from the lava makes sense but the red is very over powering!
WarrenM : Love the floating rocks dripping lava. Lovely lighting over all. Can't see any enemies yet! :D
Necros : You are insane. Best of luck finishing this thing, it certainly looks great visually. Hard to say anything about any potential game play.
I'm Seeing Some Really Nice Shots So Far...
#168 posted by ionous on 2015/08/03 01:39:17
Here's my not-quite-as-nice one:
http://i296.photobucket.com/albums/mm196/voiceofthenephilim/jam6_ionousB_zpskmopkmes.jpg
I'm having serious misgivings about having this ready by Friday. I'll make an effort to wrap up architecture in the next few days, but Daz, would you be open to an extension?
Oh, and I'm going to start broadcasting soon:
http://www.twitch.tv/ionous
Ionous
#169 posted by DaZ on 2015/08/03 01:52:32
The deadline is Sunday 9th! Not Friday!
Awesome Looking
#170 posted by mfx on 2015/08/03 01:53:28
all of the shots! Esecially necros, hats off.
Rollcall Answer + Question
My wip screenies:
http://imgur.com/FMJtZcb
I've been focusing too much on the none fire&brimstone aspects of my map, so I'm currently making rocks that have smashed into things, leaving some scrumptious chaos and destruction.
The discrete nature of surface lights is hard to control - I get obvious lights in many places. Even though it would take more time, I'd like something like _surfacelightdistance to be able to set them closer together. Oh lord ericw, will you make my wish come true?
#172 posted by - on 2015/08/03 02:29:11
http://scampie.net/etc/wip/jam6_warehouse.jpg
http://scampie.net/etc/wip/jam6_cargobay.jpg
not much fire or brimstone here, just some boring interior areas
spent way too long making these look cool; I'm looking at the map overall and thinking I'm only about 25% complete with what I want to make with only a week to go :D thankfully, there should be no distractions this week so I should be able to go hard...
...but the areas I want to do next are mostly firey/brimstoney mines and I have no fucking idea why I keep torturing myself with wanting to do terrain in Quake because I hate doing it!
Daz: ur a special treasure room. not sure I'm a fan of the yellow light from the lava, I'd try dropping the green values a bit and going more reddish.
necros: glad you got it to compile... hope you have time to make it fun!
Warren: that's looking very cool, but again like I said to Daz, not totally a fan of yellow lights from the lava. long dripping lava is cool as hell though!
Shotro: you might want to experiment with a _sunlight2 (and _sunlight2_color) to ease off how harsh the shadows from your skylight are. looking very fire and brimstone though!
Halvgoeden: glad you're continue despite setbacks :D scale's a tough thing to really get when you start out in Quake, a future project you might want to try is to make a idbase/tech level, the textures are pretty rigid how you use them which helps you get your bearings on how big areas should be.
again, super cool to see new faces in Quake mapping, keep at it guys!
Argh
#173 posted by - on 2015/08/03 02:34:40
of course more shots as I type my reply :D
ionous: fucking awesome geometry. looking forward to this!
unbirthday: surface lights are nice for getting a lots of small lights set up quickly, but you might actually want to augment that with some hand placed lights that do some heavy lifting in key areas and you have a lot of control over.
#174 posted by necros on 2015/08/03 02:44:43
I think it's fantastic how many new/returning mappers are coming on board for this jam. Heck, I'm technically 'returning' since I haven't made anything in like 3 years.
Now, back to mapping...
Ah, Screw It.
#175 posted by Breezeep_ on 2015/08/03 03:47:10
I'm not really liking how my map is going and I feel like giving up on it. I'll probably start all over again and stick to a small and compact map. I'll probably even use more time if it's ever given out.
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