But
#210 posted by ijed on 2014/07/17 17:12:43
You taught me to look under lifts!
Goddammit
#211 posted by spy on 2014/07/17 18:46:14
wheres the czg map and shots
#212 posted by Joel B on 2014/07/17 19:01:34
You, all right?! I learned it by watching you!
Blue And Red Lights
#213 posted by Rick on 2014/07/17 19:05:00
I thought it looked fine. The red maybe had a little too much "reach" and the blue might have been slightly over saturated, but that's just opinion on my part. I wouldn't change it much.
Anyone that doesn't like colored lighting probably has seen too many games or game levels where it was done poorly. It adds a lot to Quake if done well, and anyone that doesn't incorporate it into their maps is probably some kind of Luddite.
IMHO
#214 posted by metlslime on 2014/07/17 22:01:44
the "no color" shot looks the best (except for the light being a little too bright), but i would try starting from that and adding a tiny bit of red light that is localized around each light fixture. What you have no in the "no blue" shot has the problem that the entire room is purple because the red light is the primary fill light.
More Pixel
#215 posted by sock on 2014/07/18 01:46:57
#216 posted by skacky on 2014/07/18 02:03:41
That is excellent looking, and I really like that fog now.
Wow
#217 posted by Drew on 2014/07/18 02:36:08
I Like
#218 posted by ijed on 2014/07/18 03:34:02
All the subtle angles you've got there.
Cool!
#219 posted by mfx on 2014/07/18 03:41:29
Looks Like
#220 posted by Drew on 2014/07/18 06:58:02
Quality hallcrawling
Looks Great!
#221 posted by than on 2014/07/18 08:42:06
Kinda looks like a new texture set almost ;) Are any of those stock ikblue? There are like, 8 textures in the entire ikblue set :/
Idgamma + Ikwhite
#222 posted by than on 2014/07/18 08:49:19
For anyone that still has idgamma, ikwhite is completely unuseable and looks like unbelievable shit in game.
I just found this out as I was playing with ikwhite. A simple trip into id1 to rename the offending pak (in my case it was pak3.pak) fixed things. Now I can kind of see some details again.
Unfortunately, everything else looks dark and bland now :( I think idgamma adjusted the contrast of the palette as well as the brightness, since increasing the brightness in fq doesn't really help :(
#223 posted by metlslime on 2014/07/18 09:27:47
idgamma has a more complicated formula that messes with contrast and brightness and some other stuff probably. I assume you have to mess with multiple sliders? I've never used it.
Fitzquake gamma just recreates the software engine gamma basically.
Maybe someone will re-create the idgamma controls inside a quake engine, then people can delete their idgamma pak files.
On the other hand, that would result in anything TGA-based being brightened in the same way. I guess people who use idgamma are used to TGAs being dark and dim compared to 8-bit paletted textures. So they probably wouldn't like that.
Hmm
#224 posted by Tronyn on 2014/07/18 09:33:34
well the week is just about over and I haven't done any lighting yet, so I'm unsure if I'll make the deadline (it's definitely possible), but here's another editor shot anyway:
http://www.quaketastic.com/files/screen_shots/ikblight3.jpg
Deadline
Is like 10 days away...
That's Incredibly Impressive Tronyn
#226 posted by skacky on 2014/07/18 12:06:33
Those Looks
#227 posted by anonymous user on 2014/07/18 13:01:35
Remind me of some platformer games
Definitely Feeling The Blue/white Now
#228 posted by Drew on 2014/07/18 14:08:22
Looks very cool than!
Feedback
#229 posted by sock on 2014/07/18 15:24:48
@ijed, glad you spotted some of the angles, most of them are subtle, except the doorway silhouettes, I wanted them to stand out.
@Drew, well the door, wall and arch supports are just prefabs and texture tests, which is why it looks like a corridor.
@than, as you have no doubt discovered the ikblue set is really small and lacks a lot of trims. I have converted some of the ikwhite to blue and swapped some of the pixel noise for stock id textures. I am trying to fill in the gaps so it easier to work with for my map.
@Tronyn, it looks epic, but remember giant maps take a long time to create/light/test, also look at func_detail to speed up compile times.
Sock
Your floor texture needs a bit of work, the black pixels stand out a bit too much.
I Use Idgamma
#231 posted by nitin on 2014/07/18 15:36:13
have always and no other look works for me.
But than's right, it stuffs up ikwhite, this was picked up when Killjoy first released his Avinpaala map.
Idgamma
#232 posted by than on 2014/07/18 16:16:13
Metl: from what I remember, idgamma was merely a patch. I don't remember any sliders at all, weirdly enough. I wonder if we all have the same palette file in our paks.
Drew: I think you meant Tronyn; I didn't post anything ;)
What Is
#233 posted by Rick on 2014/07/18 19:43:07
idgamma? It sounds familiar but I know I've never used it. Some kind of brightness adjusting utility? Why would anybody use such a thing? I have no problems with brightness other than I have an Asus 23" LCD that always seems way too bright when playing games.
I play most games on the TV in the living room. I try to match the brightness in my maps to those in the original Quake.
I played somebody's map last year that looked like crap until I found a custom palette file in the pak. It looked like a brighter version of the standard palette, so I deleted it and it looked fine after that.
#234 posted by Spirit on 2014/07/18 19:58:01
Random reQuiem feature: High contrast lighting model.
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