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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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It's Not 404 For Me 
Looks ID1 to me... The blue and red and the button's metal kinda clash but maybe it looks better in game.
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open, but what is the blue stuff and what is the runic metal doing there and the riveted stuff in the ceiling... I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style... 
Ah, Its Working Now.. 
I think it looks cool, v nice brushwork! 
Interesting Stuff 
Looking forward to it. 
How Do You 
make a sound play?

I know how to make a sound play but the sound is always sourced from the entity that is 'playing it', I mean the source of the sound physically in the 3D map. What I want to do is make sound play where it remains audible (at a constant volume) regardless of how far away from the entity you are.

Alternatively I could trigger the same sound to come from a group of identical entities all at the same time, with sound entities positioned in different parts of the map, so that as you moved away from one entity you are aproaching another, so the sound never fades out completely.

The reason is that I want to put music into a level, like in Warp. 
I Did It 
With a Quoth ambient_generalpurpose with attenuation -1 so that it was heard globally. A bug with that is that the position of the music changes depending which direction you face.

To do it in normal Quake I think there's a hack (teaching old progs .dat thread again) but not sure if it'll let you do looping music - just trigger_once ambient sounds.

To make something be heard constantly attenuation -1 is pretty much your only option, unless you burn a cd (Travail) or do some coding (This Onion). Or replace one of the ambient wavs that already exists - you put the same ambient_whatever in the map with attenuation -1 and it'll play like music.

I experimented with having one in each cardinal point of a map, and even though it did work the bug was still discernible and the overflow for sound channels occasionally crashed the engine - even aguirRe's. I could have got it working, probably, but it was too risky and low priority.

Should have posted in the mapping help thread ;) 
Oops 
so:

"attenuation" "-1"

I would have posted in the mapping help, but it seemed to me that this is a hot-spot for mapping help after yesterdays stuff about "Teaching old progs.dat new tricks" cropping up.

Hmmm. Methinks new map pack will be created with my original soundtrack - some guitar only thrash metal that me and my mate steeve layed down earlier this year - was going to put it in my imminent release, only I couldnt figure out how to do it.

If you look at the mapping help thread over the last three weeks you will find me querying how to do this to no avail! 
Sounds Without Direction 
I've read on inside3d if you put two entities emitting sound at '4096 4096 4096' and '-4096 -4096 -4096' then the sound is directionless, so you might wanna try that. Also, you should know that anything more complicated than a single, sourced sound is going to require some custom coding. You can't precache new sounds with the hacks, sadly. 
 
I managed to get my sounds in the level in Quoth, and I was happy with it except for the fact that if you strayed away from the entity it would fade out then be in-audible. So hopefully the 'attenuation' '-1' is what I was missing. I dont mind if the music is coming from one direction, if anyhting that will give a cool kind of spinning effect during gameplay!

To do the sounds without direction, if I put them for example at '2048 2048 2048' and '-2048 -2048 -2048' that would have the same effect right? ie it doesnt have to be 4096? 
Hmm 
That should have the same effect if you never leave that cube within the map, I've not tested the idea out before. 
Ricky: 
please post in the correct thread next time. 
RickyT23 
BTW, a 404 error is different than the server timing out. :) 
Inertia 
It was a 503 actually. 
Work In Progress 
Just a preview of my current project...

http://lambert.jeanphilippe.free.fr/Divers/fd1.jpg

Feel free to comment 
 
looks great!!!

fuck why are your rocks always so sexy? :| you must teach me this one of these days :) 
 
am i seeing tanks or wtf? quake doesn't have tanks didn't you know? 
Ha 
nice break from the ordinary style!
The rock texture is ungood. :/ 
JPL 
I always find your works quirky and interesting and departing from expectations in unusual ways and the screenshot is no exception. Keep it up. :D 
Hrm... 
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open,

Maybe it's a basement with partial veneer on the foundation. ;)

but what is the blue stuff

Jam. Blueberry jam.

and what is the runic metal doing there

Looking cool.

and the riveted stuff in the ceiling...

Ensuring that gameplay remains riveting.

I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style...

Actually it's just that I have awful taste and "like" it when styles clash as much as possible in really horrific ways. That's really what it's all about. 
Nice Shot 
But is that a hl1 prefab tank? Looks familiar anyway.

Looks interesting and I like the low angle sunlight, casting the long shadows. 
I Can Certainly Abide Tanks In Quake 
but ijed makes a good point - they're real-world looking tanks, Half-Life tanks. Where's the idbase tanks? :)

There's an interesting conceptual design question - what would the vehicles of today's games look like if made to fit into the Quake aesthetic? Kind of stumpy and lumbering, with lots of bevels, to be sure. A few cyan-fullbright running lights, with some exposed enforcer-backpack-looking mechanicals in the back. And brown. 
Tanks... 
These are indeed HL1 prefabs I found on the web: this tanks are Panzer (or Tiger.. I'm not sure). I have to modify their textures has they are based on Africa Korps camouflage sand colors... not cool here: They will turn into brown-greenish later, don't worry ;)

And gibbie point is valid, till today, there were no tanks in Quake... however, I'm working on a ww2 theme / project, so tanks are mandatory! BTW I have no idea if quake / Quoth / Quoth2 (??) monsters would fit in such a theme... I'll see that later...

Also, concerning the rock textures: any suggestions to change it ?

Oh, and concerning the sun angle: I spent a lot of time to make somethinng realistic given the position of the sun in the skybox :D 
Rocks 
Also, concerning the rock textures: any suggestions to change it ?

Maybe something with a color palette closer to the skybox you're using. 
Fern 
I looked for that kind of texture, but it quite hard to find a good grey-red rock texture.. Well, like the tanks, I'll have to modify an existing texture to fit better with the skybox... I can't see other possibilities, except if somebody have what I'm looking for, or can direct me to a particular rock texture that would fit.... Anyway, thanks for the help ;) 
The Rock Texture 
in IkBlue in quite good and underused. Maybe try gray scaling that bad boy and see how it fits. 
What Would The Tanks Look In Quake? 
Looted leman-russ tanks, just with less color!

like this
http://homepage.mac.com/james.clay/iblog/B233824576/C1679725847/E20070603214400/Media/malc2.jpg

and ww2 theme in Quake must be banned. Im serious - its a blasphemy!. There are too many WW2 games already 
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