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..
But
#249 posted by Rick on 2014/07/18 22:06:19
8 pixels is hardly enough for any texture detail.
I did make some 8 unit steps at one time and it does look good. Maybe if all textures were scaled to 0.5
Hmm...
Will The Next Map Jam Be Based On Rubicon?
#250 posted by Breezeep_ on 2014/07/18 22:24:00
Of Course..
#251 posted by mfx on 2014/07/18 22:26:29
Pls No Gooby
#253 posted by mfx on 2014/07/18 22:37:03
goobies:
crusty vaginal boogers
"dude, my boner turned soft when i saw she had goobies"
#254 posted by Lunaran on 2014/07/18 22:42:31
8 pixels is hardly enough for any texture detail.
The little fronts of steps is not where it goes.
RubiJam?
#255 posted by ijed on 2014/07/18 22:43:56
That'll probably coincide with the release of RRP.
It's Not Rubicon.
n/t
Map Jam 3
#257 posted by sock on 2014/07/18 23:17:16
Will The Next Map Jam Be Based On Rubicon?
No, I am planning the next Jam event for August and the theme will be low gravity + custom prog. Texture theme undecided atm.
nybody in this thread that wants their sense of scale to be more impressive, try using 8-unit steps isntead of 16-unit steps.
I have used 8 unit steps on all my Quake 1 releases, 16 unit steps look super awkward nowadays and ruins the scale of architecture.
8 pixels is hardly enough for any texture detail.
Check any of my texture wad files released with my Quake maps, most of them have special 8/16 (side/top) step textures.
@mfx, finally you are tempted to make your own jam map :D
#258 posted by Rick on 2014/07/18 23:28:26
I have used 8 unit steps on all my Quake 1 releases, 16 unit steps look super awkward nowadays and ruins the scale of architecture.
Well, I guess I'll just stop working on my map now. Can't be releasing a map with ruined architectural scale.
There are literally hundreds of steps in that map and changing them to 8 units high would cause the marksurfaces count to go way too high and I refuse to release a map that spits out error messages when it loads.
Umm.
16 unit steps are perfectly fine.
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