#5
#10 posted by killpixel on 2016/09/13 22:15:18
Kinn is right, quake gray ramp blows. I have a 32 shade palette with a mid/low mid focus that might work well for quake. I can upload that or a couple texture tests using that palette if people want to experiment with it.
Interesting Theme...
#11 posted by Mugwump on 2016/09/13 22:20:03
If I was experienced enough, I might have given it a try, but I still have much more to learn before attempting to release anything. Here's hoping to see Rick's bar from Casablanca in Quake. Good luck to everyone who'll be participating in this jam.
Sepia Palette ?
#12 posted by Barnak on 2016/09/13 22:20:32
I think this theme is awesome.
Is a "sepia" palette allowed ?
Killpixel
can you post some screenshots of it used on a map / hud?
I'd like to keep the coloured fullbrights in case people want something to stand out from the B&W
#14 posted by Rick on 2016/09/13 22:21:40
Sorry, a little too restrictive for me.
Fire and Brimstone was good. Pipes and Water would have been good. Pipes and Water, must be Quoth, must be Base theme, not so good.
#7
#15 posted by Mugwump on 2016/09/13 22:22:00
THIS! is an awesome idea.
Barnak
if you want to use sepia, then use truecolor textures in your map. I don't think it will be easy juggling too many palettes.
Shamblernaut
#17 posted by killpixel on 2016/09/13 22:29:43
I'm abroad currently, but I'll return home at the end of the week and I'll upload some screenshits, the palette and some textures for people to play with. It may or may not save some people a little footwork.
I'd like to keep the coloured fullbrights in case people want something to stand out from the B&W
Yep, that could be lovely.
"Screenshits"
#18 posted by Mugwump on 2016/09/13 22:31:37
LMFAO!!
#19 posted by Baker on 2016/09/13 23:45:32
Don't want to rain on your parade, but you'll have severe technical problems trying to use a custom palette with Arcane Dimensions.
Rather than ruin all the fun, I let someone else figure out the "why".
#20 posted by Baker on 2016/09/14 00:05:50
(But a couple of small tweaks to Quakespasm will make everything "ok")
#21 posted by ericw on 2016/09/14 00:13:52
Would need multi gamedir support (-game ad -game jam8)
#22 posted by Baker on 2016/09/14 00:25:14
Winner!
Otherwise someone must choose that all AD games be black and white ;-)
#23 posted by Mugwump on 2016/09/14 02:52:08
DP does multi gamedir.
Just Testing Quake's Palette With BW Textures
#24 posted by khreathor on 2016/09/14 04:33:11
screenshot 1
screenshot 2 (I know... yellow sucks)
BSP
That's The Default Palette?
#25 posted by PRITCHARD on 2016/09/14 04:42:37
To be honest, judging from the comments here I expected those screens to be a lot worse. I'm sure a custom palette wouldn't hurt, apart from the technical troubles of implementing it, but I think that's perfectly serviceable.
Anyway, If I find the time I might give this jam a shot. I flaked out of the last one quite early, but it'd be nice to take a break from working on Lava Bloom to whip out a quicker, simpler level. We'll see.
#25 Yes, Default.
#26 posted by anonymous user on 2016/09/14 04:49:55
#27 posted by Newhouse on 2016/09/14 05:13:30
#28 posted by PRITCHARD on 2016/09/14 05:49:13
I suspect we'll end up with a custom palette for coloring the enemies/hud/weapons regardless, but it's nice to know that most of the effect can be reasonably achieved through simple texture work.
#29 posted by Baker on 2016/09/14 08:52:17
Quakespasm could absorb the trivial Mark V feature "gl_grayscale 1" and you wouldn't even need the custom palette at all. If switches on/off in real-time.
#30 posted by Baker on 2016/09/14 08:53:52
(Even easier from an engine standpoint would be a shader like what is already used in Quakespasm for the gamma/contrast control.)
#31 posted by NewHouse on 2016/09/14 09:14:18
Does Quakespasm actually has custom shader support?
As Cool As That Is Baker
we're leaving coloured fullbrights in
Changing Palattes
#33 posted by sock on 2016/09/14 12:34:53
I would not recommend asking everyone to create custom artwork for one jam linked to a custom palette. Not sure why use AD either, you could easily make this jam for vanilla Quake and put the focus on creating a Noir environment instead.
Why not use a Noir like texture set? Enjoy the colour difference of the monsters being alien to the environment? If you make everything black and white no one is going to see or find any items easily and will be frustrated even before fighting/exploring the maps!
Sock
The guys on #tf wanted AD, so AD it was. The were excited about the extra effects that it would give them. There was also concern over the amount of grey in the default palette.
In terms of textures I'm starting with the kingpin textures (which are awesome for this jam) and will desaturate them in an editor once I've got a bunch of geometry down.
You gonna join in man?
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