Bleh
#9 posted by Vondur on 2004/11/10 12:38:45
that includes bmodels as well...
;)
Empty Title
#10 posted by Jago on 2004/11/10 12:56:34
I plan on not showing the map until it's done and yes, 1000 brushes means bmodels are included in that number.
#11 posted by Blitz on 2004/11/10 15:15:19
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!
#12 posted by Dancomosh on 2004/11/10 19:43:08
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
#13 posted by HeadThump on 2004/11/10 20:24:13
some of the textures in the wad have some overbright issues -- specifically, wellside2 and support01.
Title Cannot Be Empty
#14 posted by Blitz on 2004/11/10 20:25:42
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
#15 posted by Blitz on 2004/11/10 20:31:04
If you need to make coloring changes to correct fullbrights, that's fine.
Kewl
#16 posted by HeadThump on 2004/11/10 20:40:10
just a simple darkening with Wally will do it.
Texmex Has A Lovely 'remove Fullbrights' Feature
#17 posted by pope on 2004/11/11 02:44:58
i suggest you use it or face the horrendous effects that happens to Vondur(tm) maps
Pope
#18 posted by Vondur on 2004/11/11 03:10:25
i will kill you
Bp:
#19 posted by metlslime on 2004/11/11 03:23:10
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?
#21 posted by LTH on 2004/11/11 05:42:26
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
#22 posted by HeadThump on 2004/11/11 11:12:09
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
#23 posted by Blitz on 2004/11/11 22:38:44
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...
#24 posted by distrans on 2004/11/11 22:58:06
...best course of action = = beg and grovel to Kell, send him .wad, upload fixed .wad upon its return to you.
Metl
#25 posted by pope on 2004/11/11 23:59:12
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:
#26 posted by metlslime on 2004/11/12 00:13:58
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.
#27 posted by HeadThump on 2004/11/12 01:47:57
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
#28 posted by Preach on 2004/11/12 04:31:11
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
#29 posted by Blitz on 2004/11/12 04:53:10
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...
#30 posted by metlslime on 2004/11/12 05:15:57
you can just copy and paste each image in texmex, assuming you have fullbrights disallowed in the options menu.
Fullbrights
#31 posted by Mike Woodham on 2004/11/12 07:43:33
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
#32 posted by HeadThump on 2004/11/12 11:22:48
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:
#33 posted by metlslime on 2004/11/12 15:02:49
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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