#23688 posted by starbuck on 2013/11/23 18:14:32
I'm glad Carmack has left id. I'm not glad because he's lost a step and gaming has moved on without him. I'm glad he's left because he should be focussing on his passions, which are invariably these weird, geeky futuristic dreams that have just a tiny chance of becoming reality one day.
There was a time where he fantasised of virtual worlds, of people exploring 3d space together, no matter that they weren't in the same room, or even the same country. Then he gave people the power to create these worlds themselves.
I don't think Oculus is far removed from his earliest ideas of Wolfenstein, Doom, Quake. It used to be that each game generation brought massive improvements in graphics and immersion, but that just hasn't been the case in recent years. We've hit a plateau.
Now there's this headset that you wear, and when everything is working correctly, you'll feel like you're inside the game. It's going to open up opportunities for developers and players that we can't even imagine yet. Honestly, I'm really happy to see Carmack move on - because when he's passionate about what he's doing, amazing things happen.
Fullbright Texture Cvar?
Is there a cvar to turn off fullbrights, some levels have textures which are ruined by fullbrights.
Gl_fullbrights 0
#23690 posted by mfx on 2013/11/23 22:55:11
Cheers Man
also, added to the wiki page...
#23692 posted by Spirit on 2013/11/23 23:26:18
It is not a standard cvar (considering that glquake did not even have any fullbrights).
Sure
But who runs standard quake anyway? It'd be a shame to exclude information on the basis that it wasn't in the standard version of the game.
Erc
#23694 posted by Spirit on 2013/11/24 22:20:24
Is your mail address (as in the profile) still current? Please reply if, or just mail me if not.
Tutorial Gfx/site
#23695 posted by Cage on 2013/11/25 01:05:57
Hey guys, I've recently started a site mostly about game gfx, especially old games - from the creative angle. Since Quake is another community where some of the modders still stick to the old-school visual style despite all the modern features like normal mapped texture and per-pixel lighting, you might be interested: http://ccorner.duke4.net/ - tutorials, inspiration etc. Hope you don't mind this announcement here, if so, please feel free to remove it.
#23696 posted by Spirit on 2013/11/25 08:34:49
very nice idea but I am not sure how useful it is to make the tutorials so specific to software that costs more than 1000$. Surely there are free alternatives, especially for "pixel art", that might even work better?
I'd also ditch any plans of a schedule. Those things are evil bitches that never work out!
#23697 posted by Cage on 2013/11/25 09:32:55
I was thinking about it myself too, it's just I wanted to have some actual tutorials instead of just giving a "general idea" how to do something. Thing is that I use Adobe software - at first, because I've had to - I don't think anyone is going to employ you if you list experience in free software only, in your cv. ;) Over the time I've grown to like the interface and now, I just need the features they have.
I'll be "researching" free software over time, and writing/revising. You have a very good point, since I'm sure that most people interested in my material would be modders or indie devs.
And schedules are indeedevil, thanks for the input!
Don't Worry Cage
#23698 posted by Preach on 2013/11/25 11:35:23
The gradient map tutorial works just fine in GIMP - the function even has the same name. So the tutorials are very adaptable, and watch this space for an example for Quake!
#23699 posted by Spiney on 2013/11/25 13:19:15
I think you should just keep doing the tutorials, maybe some Gimp genius or similar can 'translate' them.
Don't It Make My Green Eyes Grey
#23700 posted by Preach on 2013/11/28 00:39:17
Tome of Preach officially turns 1 with a post where I try out Gradient Map texture conversion on one of Sock's old textures.
http://tomeofpreach.wordpress.com/2013/11/27/gradient-map-conversions-1/
There will be a second post where we improve this conversion, part I is for technique, part II for style.
Anyone Here Played
The doom mod called "doom like id did"?
Asking because I played it recently and really enjoyed it. Was thinking of doing something similar for quake. Mostly because it is simple and with work commitments I dont see myself making a map as detailed as my last one any time soon.
Quake The Way Id Did
#23702 posted by quakis on 2013/11/28 15:22:46
Would be pretty neat actually.
Any Source Ports Which
add split screen?
This is a sorely overlooked feature, I have a ton of fun playing doom on the 360. I know playing with a controller heresy but goddamnit it's fun.
@FifthElephant
#23704 posted by Spike on 2013/11/29 01:36:30
For Quake, FTE does. cl_splitscreen 1 to 3.
on windows you will likely need: in_rawinput 1; in_rawinput_keyboard 1; in_restart; too, in order to allow the engine to distinguish between multiple keyboards+mice so that you can actually control each player. Alternatively you can bind some keys to '+p1 attack' or so.
More Texture Fun
#23705 posted by Preach on 2013/12/01 02:36:12
Yeah, yeah, at last. The second part of messing around with sock's textures is up, and there's finally something worth using...
http://tomeofpreach.wordpress.com/2013/12/01/gradient-map-conversions-2/
#23706 posted by yhe1 on 2013/12/01 09:54:34
Terra is sort of Like "Quake the way id did", was always hoping somebody would finish the mappack
Texture Work
I'm really interested in messing with editing software to get the maximum value out of a texture. I had a play with that texture using PSP 7 and got this -
http://imgur.com/uI5VoDb
It's on the opposite side of the green scale to yours but has enough character to be nice and could be better with a higher contrast.
Fuck 3D !
#23708 posted by JPL on 2013/12/01 21:53:43
Terra
wasn't too bad. But as you said it's unfinished and personally I thought it threw cheap tricks at the player.
I'm working on it a bit now. I'm sure it won't take as long as my first map since it will be half as detailed. It wont be throwing ridiculous traps at the player either, very much vanilla style. The other thing is that I'm a bit concerned that I have deviated from the theme a little since the textures are properly aligned on my base map (unlike Romero's misaligned texture horror-shows).
ATTN : Madfox
#23710 posted by DaZ on 2013/12/01 22:37:20
Please set up a twitter account so we can follow you and get a dose of the madfox all day every day anywhere we are.
Thanks!
Arauna 2 RTRT
#23711 posted by Spiney on 2013/12/02 02:23:31
This realtime raytracing stuff continues to amaze me, if you have a recent enough nvidia GPU you should be able to run it.
http://raytracey.blogspot.be/2013/11/new-real-time-path-tracer-arauna-2.html
Imagine all those elaborate hacky rasterization schemes that just go away with realtime pathtracing.
Spiderbot...
#23712 posted by Spiney on 2013/12/02 16:01:24
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