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Enjoy The Silence 
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... 
 
People are having sex. With Shub-Niggurath. 
Drinking 
Is what they are doing I suppose 
Whaaht?? You Mean We Aren't All Mapping?! 
 
QueueMaster 
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! 
Hooray! 
 
:( 
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. :) 
 
Ha!

Storytelling in Quake is quite different nowadays. 
@Hipnotic Rogue 
Have you tried my TB2 tutorials? 
Lightmapped Static Meshes & Portal Skyboxes In Quake 
do either of these things exist with modern tools / engines? 
Hmm 
Lightmapped static mesh: only as an external bsp....actually I think those are fullbright now that I think of it.

Skybox: nope. 
 
What is a "portal skybox"?

Anyway, the only widespread skybox format in Quake is the Q2 style one. 
 
@qmaster - interesting... and lame! So meshes would be vertex lit...

@mankrip - a.k.a 3d skyboxes 
How About Lightmapped Water? 
plz say yes. 
 
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. 
 
yeah, just curious if that stuff has made its way into q1bsp. I know q3bsp has had that stuff for some time. 
 
Lightmapped water is in FTE, i believe. 
 
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 
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. 
 
RTLights are overkill for when the user just want the ammo boxes to adjust their light level to the world lighting.

That said, most pickup items in Quake don't have fullbright-colored details, and can easily be missed when their lighting is adjusted to very dark places. I've had to add _luma maps to all ammo boxes' external textures due to that. 
 
Just within the past several days:

- Mueller subpoenas the Trump Organization, demanding documents with regards to ties to Russia. (Note he had the option to simply request the documents - he opted to demand them by law)

- The mask comes off Cambridge Analytica's influence in multiple past elections via using "leaked" personal data from Facebook.

And now: Trump declares he will meet Putin (whom he has already congratulated on his "election" "victory") to discuss limiting an arms race and boosting economic cooperation between the two countries (via AFP).

This is going to be the Ribbentrop-Molotov Pact 2, isn't it. RIP NATO. 
We're Through The Looking Glass Now People 
Mid-terms are our only hope at the moment, but I am not too confident in my countrymen. 
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