I Imagine Killes More Like
#30093 posted by
SleepwalkR on 2018/03/16 15:34:50
#30094 posted by
mankrip on 2018/03/16 15:45:05
No idea how many cents you could make to fund your favorite Quake editor's development with 24/7 mapping streams. I guess that might not be the intended use of this feature.
The game is Quake. The money would go to id/Zenimax.
Ever Notice
#30095 posted by
Qmaster on 2018/03/17 01:37:50
How dead it is on here on Friday evenings.
Enjoy The Silence
#30096 posted by
Redfield on 2018/03/17 03:40:51
Hey, if it gets any livelier in here a funeral might break out! (queue cheesy drum roll.)
Seriously, I used to live next to a cemetery...
#30097 posted by
mankrip on 2018/03/17 06:44:23
People are having sex. With Shub-Niggurath.
Drinking
#30098 posted by
SleepwalkR on 2018/03/17 07:55:29
Is what they are doing I suppose
Whaaht?? You Mean We Aren't All Mapping?!
#30099 posted by
Qmaster on 2018/03/17 14:36:33
QueueMaster
#30100 posted by
negke on 2018/03/17 15:56:55
You must be from England...!
@redfield
A bunch of ppl mapping for dm4jam. This place might liven up a bit Monday or Tuesday. At least I hope so!
:(
I've tried mapping for a little bit but I just can't get my head into and/or around it...
Still, I'll keep plodding on and I'll keep enjoying the great things you guys put out. :)
#30104 posted by
mankrip on 2018/03/18 19:17:28
Ha!
Storytelling in Quake is quite different nowadays.
@Hipnotic Rogue
Have you tried my TB2 tutorials?
Lightmapped Static Meshes & Portal Skyboxes In Quake
#30108 posted by
killpixel on 2018/03/19 21:01:19
do either of these things exist with modern tools / engines?
Hmm
#30109 posted by
Qmaster on 2018/03/19 21:10:45
Lightmapped static mesh: only as an external bsp....actually I think those are fullbright now that I think of it.
Skybox: nope.
#30110 posted by
mankrip on 2018/03/19 21:28:56
What is a "portal skybox"?
Anyway, the only widespread skybox format in Quake is the Q2 style one.
#30111 posted by
killpixel on 2018/03/19 21:31:24
@qmaster - interesting... and lame! So meshes would be vertex lit...
@mankrip - a.k.a 3d skyboxes
How About Lightmapped Water?
#30112 posted by
killpixel on 2018/03/19 22:09:30
plz say yes.
#30113 posted by
Kinn on 2018/03/19 23:26:44
do either of these things exist with modern tools / engines?
Does using quake 3 bsp in FTE / DP count as "quake"?
If so, then it's a yes for lightmapped static meshes baked into the bsp i think.
I've no idea if anyone has ever tried making a single player quake map using q3 bsp though. Certainly, I've never heard of one.
#30114 posted by
killpixel on 2018/03/20 00:21:06
yeah, just curious if that stuff has made its way into q1bsp. I know q3bsp has had that stuff for some time.
#30115 posted by
muk on 2018/03/20 03:16:33
Lightmapped water is in FTE, i believe.
#30116 posted by Spike on 2018/03/20 03:30:56
Does using quake 3 bsp in FTE / DP count as "quake"?
About as much as using bsp2+skyboxes+lits in the same engines does.
@30109
#30117 posted by
Spud on 2018/03/20 04:58:05
External bsp models (i.e. ammo boxes) aren't inherently fullbright, just the vanilla ones are brightly lit so as to appear as such. Engines with vanilla-style behavior (i.e. QS) directly display the model the way it's lit in the external bsp; more eyecandy oriented engines (i.e. Darkplaces) will either use the same behavior or light the entity as if it were a brush model within the map itself depending on what snazzy lighting options you have chosen.
If you open up the source for one of the id1 external bsp models (they're included in the Quake map sources download with all the E1-E4 maps, start, etc), you'll see it's just a brush/brushes (literally one square brush for an ammo box) with a couple lights placed around it to light the model.