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
#29550 posted by quakeulf on 2017/08/16 23:09:44
This place looks surprisingly good on my mobile.
Web 1.0 is still the best.
TBH
#29551 posted by negke on 2017/08/16 23:40:48
Travail jam wouldn't be an inspiring theme except for reasons of name-dropping. Could be either semi-realism style of the first episode which most people seemed to dislike for unspecified reasons, or DKTe3 theme with grindy horde combat which could then be called DKT jam right away.
Uber Mod (The Keep Mod)
#29552 posted by Qmaster on 2017/08/17 00:45:51
Getting closer to a pre1.0 release.
Uncompleted Tasks:
• Readme (at 30%)
• Archive map
• At least one of these unfinished maps that make use of the mod:
-▪"" (Egyptian Coagula map)
-▪"Subterranean Mine" (Large tech base/factory)
-▪"" (Egyptian pyramid insides)
Future plans:
• Uber map (no peeking! no hints! Keep rearranging too much anyways)
• Uber episode:
-▪Still mostly in planning stages
-▪Considering making a collaborative community project...not sure how well I can "corral" peoples' efforts toward my overall vision and pacing from map to map. Prerequisite is to finish the plan and compile into a master project guide with theme notes for each map along the journey path, encounter ramp up pacing and new enemy schedule, and weapon release timings.
Command Line
#29553 posted by sevin on 2017/08/17 02:39:40
Is there any reason not to use -hipnotic? Does it do anything besides itemize the HUD? Are there any other useful arguments to use with every launch?
My command line in SQLauncher currently looks like this:
-hipnotic -height 1080 -width 1920 -fullscreen
Standard Id Would Look Strange Or Give Errors
#29554 posted by Qmaster on 2017/08/17 02:41:43
Travail
#29555 posted by yhe1 on 2017/08/17 05:34:25
Actually I was just thinking the riot controller, mechs, and the Scrag Queen.
I thought there was an attempt to port the Scrag Queen to AD so there could be a pair?
#29556 posted by Mugwump on 2017/08/17 05:50:41
semi-realism style of the first episode which most people seemed to dislike for unspecified reasons
Aren't these reasons precisely said semi-realism?
port the Scrag Queen to AD
That would be the Nour in ad_zendar.
Über Mod
Looking forward to it.
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