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.
I Made A Huge Mistake...
#235 posted by mfx on 2014/07/18 20:27:13
Holy Shit.
What OTP Said
#237 posted by skacky on 2014/07/18 20:36:04
That looks so cool!
Holy Shit
#238 posted by ijed on 2014/07/18 20:36:36
That looks incredible.
Apart from the floor tiles folding.
The chandelier(?) looks a bit like a moai, but that's cool as well.
#239 posted by Lunaran on 2014/07/18 20:52:40
1) That looks terrific. I've looked at the way moorish/arab architects would cover the inside of domes with those zillions of tiny nerny arches and thought "definitely shouldn't do that one in quake." so, hey, awesome.
2) mas inspirato (I may have posted this before)
3) idgamma was a hack to fix the fact that the original glquake didn't do 2x overbright lighting the way software did. this is why everyone whined the game was so dark in GL - it literally was. since the palette couldn't be 2x overbrightened to compensate (because 255 doesn't go any higher :p) it just brought up the midrange and maxed out all the colors it could, which meant the game was still basically just as dark but also looked shittier. metlslime fixed this in fitzquake's lighting (at my request) ten years ago. if you're still using an idgamma-ruined palette you are an insane person who is insane lunaran out
Re: #235
#240 posted by Rick on 2014/07/18 21:00:22
That's some awesome brushwork. Very impressive.
The folding/rotating of textures like that on the floor sometimes looks okay, but usually not if it can be seen up close. GL filtering will not span across and you get an ugly razor sharp seam where the surfaces meet. I tend to avoid that at all cost. Of course, that's not much of an issue if you play in pixellated mode, but most people don't.
Better to make a custom texture to fit if the alignment is all that critical.
Or Split It
#241 posted by ijed on 2014/07/18 21:03:42
With more trim, or just leave it contiguous.
I�m Doing This Nasty Texture Thing
#242 posted by mfx on 2014/07/18 21:16:09
every now and then. i know it looks shit, but old habits..:) Gonna change it to proper trimmed.. Yeahyeah
It's Just Me Probably
#243 posted by Rick on 2014/07/18 21:25:54
The trim around the edge I guess won't look horrible, but I would leave the main flat area as one contiguous piece.
Probably this is just a pet peeve of mine, but I notice that filtering seam in maps all the time and I just think it looks bad.
I learned last year making textures that unless the outer 1 pixel border was identical you will get the seam where the textures meet, even if they look the same at first glance. A 1 pixel or more offset or any rotation difference at all will also cause a seam.
#244 posted by metlslime on 2014/07/18 21:37:06
idgamma was a hack to fix the fact that the original glquake didn't do 2x overbright lighting the way software did.
I think also, the fact that glquake didn't even support the gamma command at all, except for at the command line (and i think that was added later?)
#245 posted by metlslime on 2014/07/18 21:39:53
anyway these shots look great, a lot of cool stuff going on here.
I wanted to say, for really anybody in this thread that wants their sense of scale to be more impressive, try using 8-unit steps isntead of 16-unit steps. This is closer to real life step size and since stairs are the only familiar object in most quake levels, its the one thing people can use to judge the size of things.
Like, that shot from mfx, at first glance the arches and dome look huge, and then you see the 16-unit steps and realize, oh, that arch is only like 160 units tall.
Mind The Fov Set To 110 Metlslime:)
#246 posted by mfx on 2014/07/18 21:43:07
Arches are 384 wide actually..
I wanted to say, for really anybody in this thread that wants their sense of scale to be more impressive, try using 8-unit steps isntead of 16-unit steps.
The metl has spoken right after I put together an 8-unit staircase.
Youre Right
#248 posted by mfx on 2014/07/18 21:46:44
bout the stairs.
Good suggestion, gonna change that where i can..
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