Blood
#29232 posted by
Qmaster on 2017/06/20 18:56:57
Quake blood uses pixel particles, no sprite or texture, only a number to reference the pallet color.
Unless you use DarkPlaces.
Actually
#29233 posted by
Qmaster on 2017/06/20 18:57:50
There might be a way to hack it in with effects.txt. Not sure how though.
You Mean Effectinfo.txt?
#29234 posted by
Mugwump on 2017/06/20 19:44:16
Seven @ QuakeOne.com knows a lot about that. Baker here has done some research into it while testing particle effects for QSS. Correct me if I'm wrong but I think not all engines support effectinfo.txt. DP & QSS do but the guy said he runs EZQuake.
QuakeOne.com Rules
#29235 posted by Tronyn on 2017/06/20 20:06:38
there's lots of good content and enthusiastic fans there, glad to see it back
About That Custom Lg Blood
#29237 posted by Bgnr on 2017/06/20 23:49:07
Hi Qmaster
Thanks for your kind reply
Ezquake uses Joequakes particle system, it seems.
So a blood.tga image file can be used, Im not sure about image requirements, like pallete or alpha channel, Im no IT wise
I will try using that
A sprite would be faster in loading, since this is about playing performace
But i will try it, i I'm succefull, I will post the follow-up
Thanks and have a nice day
Pallete
#29238 posted by
Qmaster on 2017/06/21 00:25:38
Use index color 255 (ugly pink) for transparency, otherwise an alpha channel (mask in gimp) will do.
Heh, That's What I Was Thinking Too...
#29241 posted by
Mugwump on 2017/06/21 04:35:36
Bit Much. Beef Thread Or GA Is Enough.
#29242 posted by
Shambler on 2017/06/21 12:22:39
Pizzagate Confirmed
#29247 posted by Tronyn on 2017/06/22 03:08:05
Remixes Of Id Maps
I am considering a remix of an id map for the 9999 jam. For those who have done remixes in Quoth or AD did you literally use the map source to start with or did you just build by hand?
Would it be considered bad form if I used the id mapsource as a starting point? I am planning on making big changes so it won't be a lazy re-texture.
Would appreicate opinions.
Former RMQ Team Member Here.
In the vast majority of cases, you're better off starting from scratch than using the id mapsources. Fixing the brushwork errors alone (of which there are lots) can take the fun out of it.
@OTP
Heh, I didn't even think of that. Good point. I make enough of my own errors.
E4 E4!
#29251 posted by
Qmaster on 2017/06/22 22:08:22
Just please do anything other than e1
I Hate E4
Well hate is the wrong word... not my favorite episode. I was thinking about Crypt of Decay which is E2M3 (for a very specific personal reason) but it's too ambitious for the jam at my current skill level.
I think I am gonna do an original smaller map or a remix of a smaller Doom 2 SP level so I can actually get something completed in time.
Anybody Knows
#29253 posted by
Mugwump on 2017/06/23 18:46:20
where I could find HQ samples of the game's sounds? I don't have my Quake CD at hand and I'm trying to make some ambient music for the knave jam, for which I'd like to use some modified Quake sounds.
HQ Means CD Quality
#29254 posted by
Mugwump on 2017/06/23 18:48:16
44kHz 16-bit. I think the sounds in the original game were sampled @ 22kHz, right?
#29255 posted by mfx on 2017/06/23 19:15:41
Yes 22Khz
Many... but not all of the sound effects from Quake 1 were from a sound library called Sound Ideas. I have access to that library and could probably track down SOME of the sounds. i.e. I have the teleport sounds as my notification sound on my phone.
:) However, these are commercially licensed tracks and it's like finding a needle in a haystack as they have been renamed for the game. Anyway, just fyi. If you let me know which sounds in the game you are looking for by filename I can search for them. No guarantees I will actually find them though. The sound library has tens of thousands of tracks! And I don't have access to all of them.