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Winter/Norway Q1SP 1000 Brush Map Pack
Hello.

I'm organizing a Q1SP map pack for anyone interested. Everyone is welcomed to submit a map, but I will only be including maps that I feel are polished and fun. So far Zwiffle and Jago are on board, and I'm going to make something as well.

The only rules are that it be done using the DKTe3 .wad, (DKT Norway) that it is finished no later than the first week of December, and that it is no more than 1000 brushes.

This is not a contest, but I'm sure Shambler et. al, will be glad to give at least a small review to each map that makes it in -- so you can at least get a small amount of praise for your work. (or ridicule as the case may warrant)

The wad can be found here: http://www.geneticrose.com/wads/dkt.zip courtesy of nonentity/Grind.

Good luck, have fun, and long live Quake.
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Bleh 
that includes bmodels as well...

;) 
Empty Title 
I plan on not showing the map until it's done and yes, 1000 brushes means bmodels are included in that number. 
 
Headthump -- I would hold off...

Jago -- I'm going to say only the DKT wad simply because I really don't wanna see any Quake textures, as that kinda defeats the point. That being said, obviously clip, skies, and other "necesary" textures are allowed, but refrain from using the structural texs. 
OK Great! 
But,my questions are:
1)SP or DM >ctf-ra...
2)Day, exactly when
3)Sending, (To which e-mail?)


bye! QUAKE is the Best! 
I Have Found 
some of the textures in the wad have some overbright issues -- specifically, wellside2 and support01. 
Title Cannot Be Empty 
1) See topic...

2)I'd like to have all maps in by December 1st, but it won't be considered if it's later than December 4th.

3) Send your maps (.bsp, .map and .txt) to teh_blitz@comcast.net -- please .zip or .rar it. 
Headthump 
If you need to make coloring changes to correct fullbrights, that's fine. 
Kewl 
just a simple darkening with Wally will do it. 
Texmex Has A Lovely 'remove Fullbrights' Feature 
i suggest you use it or face the horrendous effects that happens to Vondur(tm) maps 
Pope 
i will kill you 
Bp: 
fullbrights and overbright are not the same thing. 
And Also 
gl_fullbrights 0 in FitzQuake if you need to turn it off for a particular map. Or something similar. Correct me if I'm wrong, Metl! 
New Wad, Then? 
If there are fullbrights in the wad and someone has corrected them, do they fancy posting the new wad for those us who can't bothered? Saves effort.

Oh yeah, I might make one. I think I can just about stretch to 1000 brushes before I run out of ideas.

kthxbye 
 
I have been retexturing some old temple based maps to get a feel for this texture set.

With a reshading in Wally, the results aren't so bad. The brick portion of the testures blend in well with the other bricks (support01 is actually a bit loud in contrast to the others unmodified). There is a slight loss of high end noise in the snow portion as it now looks slightly peed upon.

I'll try your recommendation, blackpope and see which is the more tolerable version. 
Fullbrights/overbrights 
Yeah there are a few textures in this set in addition to the ones Headthump mentioned that have fullbright issues.

What do people reccomend as the best course of action? I messed around a bit in Wally but got frustrated because it was coming out a bit off...

Thanks. 
Hehe... 
...best course of action = = beg and grovel to Kell, send him .wad, upload fixed .wad upon its return to you. 
Metl 
yeah, im aware that obrights and fbrights are different. But the DKT wads DO have heinous fbrights lurking in them. (run lilith.bsp in software - von will now kill me 2x)

as for obrights, well...could you enlighten us? Because until now I've never seen the term used... 
Blackpope: 
well, if some of the textures have "some overbright issues" and the solution is "a simple darkening with Wally" then my assumption is that the guy means the textures use such bright colors that in engines that support overbright (winquake, fitzquake, darkplaces) the texture will wash out to white in brightly-lit areas.

Or, he could have meant to say "fullbright" and was simply confused. 
What What'is Name Said Is Correct. 
The reference to snow was meant to give it away what I meant earlier without getting bogged down in the detail.

I particularly dislike washed out overbrights, even if it is a more realistic effect.

The textures do need to have the fullbrights removed though. I don't mind doing it manually. Just a seek and destroy mission with the eye dropper tool in Wally. 
Removing Fullbrights 
There are quicker ways of removng fullbrights from a texture, particularly if the texture has a lot of them. One is to import the texture into QMe, strangely enough. Make a model with a skin the same size as the texture, then import the texture in question as a skin for the model. Select skin pallette map editor from the view menu, and clear the tickboxes next to the two fullbright rows. Qme will automatically map the fullbrights to the nearest colour that's not a fullbright. Export the texture again and it's done.

The second way would be to make a custom palette in your image editor of choice(I use gimp for this). Just make a palette that doesn't contain the fullbrights, convert the image to that palette, then convert it back to the regular quake one. Make sure you have nearest match for the conversion, not dithering. Otherwise you'll get noise on other parts, or might even get fullbrights again when you do the second conversion.

I've not had a look at these textures, so if there are only a few with 4 pixels wrongly fullbright the above is probably too much hassel. But if you've got a lot of textures to deal with, a production line using those tools should be much quicker. 
The Problem Is Solved Easiest In Wally 
Simply take the textures that are coming fullbrights for you (don't bother combing through the whole set, we DO only have a little while to finish this :)) extract them to .mip. GRADUALLY decrease the brightness until the fullbrights are gone. Rename it so you don't overwrite the original in case it doesn't work, and just apply it. It took me literally a minute to do.

Don't worry about snow coming out too dark...it looks fine after darkening slightly in Wally.

GG 
Or... 
you can just copy and paste each image in texmex, assuming you have fullbrights disallowed in the options menu. 
Fullbrights 
Texmex does not clear all the fullbrights when using Fitzquake or Darkplaces as the engine. But they do disappear in GL.

Do I remember something about a 'stray' fullbright? 
He He 
Don't worry about snow coming out too dark...it looks fine after darkening slightly in Wally.

<\i>

It is Quake afterall. Even the snow should be grimey.
 
Mike: 
Texmex does not clear all the fullbrights when using Fitzquake or Darkplaces as the engine. But they do disappear in GL.

glquake doesn't support fullbrights at all. 
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