Thanks
Unfortunately I don't have the chops for editing videos properly, I'd just have to get the "take" correct with little-to-no mistakes.
I created the video in the way I had was to give the viewer the shortest possible time to get from nothing to something.
Then the further videos would have been much more in depth for each subject matter (manipulating brush vertices, clipping tools, lighting techniques).
When I learn a new map/dev tool I always think "how quick can I be running around this world".
Some Progress
#29526 posted by sevin on 2017/08/11 03:04:44
So I figured out a mediocre solution to my organization problem. Haven't tackled my mods/maps situation yet, but I have created an "engines" folder in the Quake directory to house my engine files. Initially I tried creating shortcuts to the respective engine exe's using the -basedir parameter, but SQLauncher wouldn't see it because shortcuts aren't technically exe's themselves. So I used symbolic links instead. This preserves the exe extension so SQLauncher will see it.
So now I simply have 3 symbolic links in my root directory for quakespasm, quakespasm_ad, and quakespasm_spike, with their files tucked away in an engine container folder. Adding more engines will be simple, tidy, and they should all cooperate with SQLauncher.
@sevin
Let's get you one of these for your Quake directory!
Seriously though, good job on figuring this out. I may do the same.
Heh
#29528 posted by sevin on 2017/08/11 03:20:45
Now for the mods.
Hmm
#29529 posted by sevin on 2017/08/11 03:51:54
Are there cvars for brightness and contrast? For some reason, launching mods with different engines resets my settings for brightness, contrast, and resolution. Just want to have the cvars to drop in my autoexec.
@sevin
cvarlist in console?
#29531 posted by ericw on 2017/08/11 06:08:40
The brightness cvar is "gamma" and the contrast cvar is "contrast"
Researching My Tutorial Vids
...and found this old article.
So cool to see an article written by someone John Carmack really admired touting the young upstart's work.
Quake’s approach, which I'll call surface-based lighting, preprocesses differently, and adds an extra rendering step. During off-line preprocessing, a grid, called a light map, is calculated for each polygon in the world, with a lighting value every 16 texels horizontally and vertically. This lighting is done by casting light from all the nearby lights in the world to each of the grid points on the polygon, and summing the results for each grid point.
That Articuhl
#29533 posted by quakeulf on 2017/08/11 12:47:44
Was really neat! I rejoice in seeing content from the old websights I used to visit. Of them only Gamasutra is left.
Thanks Eric
#29534 posted by sevin on 2017/08/11 12:53:37
#29535 posted by topher on 2017/08/12 18:21:49
dumptruck_ds
for the tutorial, i think it's a good idea to do many examples of using the clip tool, vertex tool, brush tool and duplication when you are building a map, and how you should try different ways until you find what's your prefered way.
Secondary Monitors
#29536 posted by Preach on 2017/08/13 16:08:05
Is there a trick to getting quake to appear fullscreen on a secondary monitor? When I go fullscreen it always moves back to the primary, even if the window was on the second monitor. Running Windows 7 if it matters. Does using a particular engine help?
@topher
Thanks - I will include those ideas for sure. TB especially has a a lot of methods to accomplish the same task.
@Preach
#29538 posted by ericw on 2017/08/13 20:55:58
Quakespasm had that problem and it'll be fixed in the upcoming release. I'm not sure how other engines work on multimonitor.
Mukti-monitor
#29539 posted by Qmaster on 2017/08/14 02:29:58
Spread windowed is the only way I've found...helps if you have the fov cranked up too.
Sort Of Like Broken Old Car Air Conditioning
#29540 posted by Qmaster on 2017/08/14 02:30:44
Spread windowed and fan cranked up
#29541 posted by yhe1 on 2017/08/14 03:57:11
Floating Medieval Fantasy Libraries!
#29542 posted by quakeulf on 2017/08/14 17:23:51
So are the Quake monsters literate?
A Modest Suggestion
#29543 posted by venderant on 2017/08/15 17:08:53
I'm a mere lurker and nonmapper, but is there a place where I can suggest necros' "The Altar of Storms" as the theme for the next map jam? The Ayleid ruin style works so well in Quake but no one else has ever used it!
@venderant
This is the right place to make a suggestion like that and I don't see why not. It's an interesting idea to be sure.
Link To Altar Of Storms
If You Do Altar Of Storms Jam..
#29546 posted by Preach on 2017/08/15 21:34:31
..hit me up, I have a great idea for a boss (and the will to code and model it etc...)
#29549 posted by Yhe1 on 2017/08/16 06:40:35
Can I also pitch a Travil Jam then? its been 10 years
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