Golden_boy
You should check out the map match1 for quake 2, it's quite similiar to q1's dm4 and quite fun, I recommend you check it out.
It's nice for competitive play too, they used it at quakecon in 2005 I remember(or was it 2004?).
Too bad the map looks like shit.
Q2 Lighting...
#3351 posted by Argh! on 2006/11/23 18:55:02
*me smacks metlslime* Of course point lights bounce in Q2!
Match1 For Quake 2
#3352 posted by gone on 2006/11/24 02:47:34
is bullshit
its been dismissed as a duel map on the pro scene here. RA placement is idiotic
looks like shit and has wrong proportions too
I Need A Body
#3353 posted by pope on 2006/11/24 07:16:49
or two to run around a small (read cramped) Doom 3 deathmatch map. fire me an e-mail if interested, i'll have a pak assembled this weekend.
I Tried Match1
#3354 posted by golden_boy on 2006/11/24 08:19:45
I'm not going to comment because I don't want to badmouth it. Speeds is basically right.
I could care less if my map is used at quakecon, I just want to do a really good port because *I* love to play those maps, but also love Q2.
:-)
Thanks neg!ke for the screenshot tip. I use quest because it does what I need. So far.
Argh!
#3355 posted by metlslime on 2006/11/24 13:12:54
Hi!
And.... really??? I was pretty sure they didn't... How could I not have noticed after all the maps I made? Hmm, I'll have to check on that, I still can't believe it.
P.S. How is the Oblivion patch going? :)
Metl!
#3356 posted by Argh! on 2006/11/24 17:11:13
Heya! Been an occasional lurker here for ages, finally had something relevant to contribute. ;)
You're prolly thinking of styled lights (includes triggered ones). Those never bounce. You're are right about the angle falloff. Quake's point lights look more like using _angfade 0.5 in ArghRad for Q2.
Oblivion is... um... still there. :}
Oblivion
#3357 posted by nitin on 2006/11/24 18:09:39
as in that buggy q2 mission pack ?
I thought the patch for that had been abandoned long ago ?
Nitin
#3358 posted by golden_boy on 2006/11/25 03:59:34
More spq2 is always good... considering the rarity of new releases... and a whole (bug-free) mission pack? Count me in.
at least Argh still has the source (if it's "still there"...)
Golden Boy
#3359 posted by nitin on 2006/11/25 16:13:33
i'md all for it, I was just surprised as I thought the patch was never coming out since it was being worked on well over 2 years ago.
Hmmm...
#3360 posted by golden_boy on 2006/11/25 16:36:42
I tried lighting with -bounce 0 and the result looks like total shit. I mean shocking. Totally blocky shadows, black patches... *shudder* I'm gonna live with the bouncing, and so shall you. If anyone wants it *much* darker (i.e. more apparent "spotlights"), this is gonna take mucho work. Speeds: Can you be more verbose about your spotlights requirements?
nitin: I see. I seem to remember a thread about it at TenFour, which has been going on like forever.
*yawn* Last Thing Before Bed.
#3361 posted by golden_boy on 2006/11/25 18:30:57
Bounced Lighting
#3362 posted by R.P.G. on 2006/11/26 07:10:29
You might try using -bounce 4 instead of bounce 0. I think 8 is the default, so you might be able to find a happy medium where the shadows have more contrast, but without ugly side-effects.
Playtesting
I registered, so anyone who wants to test dm42q2.bsp should be able to see my email and use it :-)
I'll also ask around...
Working Slipgates In Q2
It's Pretty Quiet Here
so I might as well post my progress.
I finally committed to ripping out walls, breaking open facades, slotting floors, raising ceilings and letting air ducts sprawl through half the map. Not to talk about redoing the lighting in a more Q2 way using textures. A slipgate alone can light a whole room.
I have to say that while Quake2 is relatively plain theme-wise, air ducts are the best thing since sliced bread for making more interesting ceilings.
I got a bit fed up with my textures, and because I bot-play a lot of waste-textured DM maps from Reckoning and Ground Zero, some really stunning like XDM4 and RDM1, I experimented with that but soon saw that it didn't fit. So it's back to what works. I cut back on trim massively though.
As a result of my surgery, vis times increased but fps are still ok. I'll have to watch r-speeds though.
I discovered that bots have slight problems with the teleporters but I was able to work around that. I'll probably provide waypoint files with the map(s).
I'll spam some screenies again because I like taking pictures :-)
Upper room, room entrance and slotted walkway
http://img174.imageshack.us/img174/53/42upperru5.jpg
http://img83.imageshack.us/img83/6188/42roomam1.jpg
http://img138.imageshack.us/img138/5580/42slotskr2.jpg
former armor room entrance and chaingun area
http://img154.imageshack.us/img154/571/42railuf7.jpg
more ceiling decoration
http://img138.imageshack.us/img138/9619/42slipuy7.jpg
higher corridors, MH entrance after surgery, RL niche (formerly YA) and YA teleport (formerly RA)
http://img225.imageshack.us/img225/6011/42corrnw9.jpg
http://img170.imageshack.us/img170/2194/42rippedfe5.jpg
http://img227.imageshack.us/img227/5381/42rocketcs5.jpg
http://img146.imageshack.us/img146/9246/42yaki6.jpg
Hm...
#3366 posted by necros on 2006/12/05 22:04:11
there is something that i really think you should do and that is to go over all the rooms and add in some details. right now, all the walls are the same texture (that grey, dirty horizontal metal).
really needs some texture variety. :)
#3367 posted by Trinca on 2006/12/06 01:27:24
why remake q1 dm4? errr worse map in Quakeworld... campers and spammers world!
remake dm6 best map ever made!!!
Golden Boy
#3368 posted by Text_Fish on 2006/12/06 06:23:58
Whilst you're at it I think you should add a bit of support beneith the stairs that go down towards Quad/SNG. They've always looked a little like they're floating, to me. Perhaps each step could overlap the next a bit.
Heh Trinca
DM6 is a camping map if there ever was one :-)
I have recognized the floating stairs problem.
Yes, the texes are samish. This has been a "problem" since the beginning. I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.
DM4 and DM6 OTOH are made for well-tiling generic textures. You still remember how the originals are done? Take one of those multi-purpose wall textures (grey bricks, wizmetal) and cover the whole level with it. That works if you have corridors that are typically 96 units wide, and rooms that are f.ex. 192xwhatever. If you suddenly cover that with typical Q2 wall panels (128x128), it just doesn't work. You have texture misalignments everywhere.
In other words, I'm aware of the problem but haven't completely figured out how to get around it. I'll have to compromise, unless I rebuild the level - make corridors 128 units wide, select a beautiful floor texture, nice matching wall panels, change room sizes to account for them, introduce those cool wall supports/pillars, alcoves, computer terminals, force fields, angled walls, wide trim, i.e. like a Q2 map.
However keep in mind that it's not an SP map. Also keep in mind that most of the rooms in original DM4 are damn small (no chance to just throw in some crates.) Third, it's Quake2. No pentagrams, skulls, stained-glass windows, jesuses, demon portraits, glowing runes, symbols, blood-stained stuff etc. Not even friggin' torches (DM6 is full of them.)
The ceilings were a first step and I think that already adds a lot. I started to build upper parts of walls in a different texture. I will probably build the whole basement (MH room, lava pit, lower TP) in a different texture or at least have differently shaped corridors. I have a few things in mind to make it more interesting.
Putting "more detail" and "more texture variation" on the list :-)
#3370 posted by metlslime on 2006/12/06 15:06:56
I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.
This would actually have been a good idea. You can keep the floorplan and proportions and still make all new structures. The all new visuals would make the map feel fresher.
He's Got A Point
#3371 posted by Lunaran on 2006/12/06 17:03:56
about q2's textures requiring you to map for them. Q1 textures don't have a lot of discrete seams and panels (idbase does, but even then there's plenty of textures that can just span infinite distance on one or both axes), but q2 textures are a lot less malleable that way.
I agree with the texture use in theory, but the one he's picked is a lot more high contrast, so those horizontal stripes start to become a real bad idea. I agree that they're ugly as-is though. I was waiting to see if someone else would bring it up. :) There's bound to be more material in the q2 textures than just that.
What About
#3372 posted by Text_Fish on 2006/12/07 02:11:25
the Q2 Prison textures? I'm pretty sure I remember some light gray bricks that would repeat okay.
Q2 Jail
Yuck. Technically the white-ish bricks would work. But they look like shit on those high walls. It's The Bad Place, not the Sperm Bunker. =)
I can see where you say that the grey metal is too much. I am reconsidering. Liberal changes would be in order to fit the mine panels. Goodbye to keeping the layout. I would really imagine a lava pit and some natural rock faces to go with them. Oh well, those winter evenings are long and dark, so...
Ha.
#3374 posted by Shambler on 2006/12/13 02:23:09
Sperm Bunker
And thus we have RPG's next map...
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