Skyboxes II
#4339 posted by madfox on 2008/02/07 22:47:05
Ijed and Spirit, just download and tell me again.
Ricky,I have a terrain editor, that shifts landscapes like this. Exporting them to dxf give an huge amount of date. Fortunately I can import them into AM2000, an animating studio, and choose to export them again with smaller, quake friendly data.
Still the amount is 2010 vertices, quake's maximum. I wonder, if by doing this I archive more dataspace, then when I would use real brushes in Quake?
http://members.home.nl/gimli/mount.7z
Thanks Kell
#4340 posted by nakasuhito on 2008/02/08 02:46:44
got dzip and saw the demo. haha, cool shit! :D
now to find the reaper bots and play like hell.
Madfox
#4341 posted by ijed on 2008/02/08 13:41:21
I seem to remember that aguirRe's engine has raised limits for verts.
The mountains are excellent - a way to have Quake rocks that isn't like pulling teeth. Shame there's no good way to fake the collision (apart from a big clip brush) but that'd defeat the purpose of a decorative feature anyway.
The upcoming Quoth2 release features spawnable models, as does Nehahra, which should make doing stuff like this allot easier. Hello Q1 mapobjects!
ToeTag 0.9 Preview
#4342 posted by JneeraZ on 2008/02/08 15:23:19
Just a note that ToeTag is nearing it's 0.9 release. I blogged a few of the new features including:
Entity filtering:
http://wantonhubris.com/blog/2008/02/07/toetag-09-preview/
Vastly improved CSG Merge functionality:
http://wantonhubris.com/blog/2008/02/08/toetag-09-csg-merge-fixed/
Coming, hopefully, sometime over the weekend!
Willem
#4343 posted by Kell on 2008/02/08 16:35:47
I haven't even read all your updates and features posted about ToeTag yet, and I thought your demo start map was tragically built to the wrong scale, but still...your editor looks so good you actually make me wish I had a Mac to try it out on.
I am a PC user, and I am envious.
Really good job on this, mate.
#4344 posted by JneeraZ on 2008/02/08 16:41:50
Thanks Kell!
Was that map to the wrong scale? It felt OK running around in it. Too small you mean?
#4345 posted by Kell on 2008/02/08 17:11:30
Yeah, very cramped - I'd have made the areas about twice the size. Twice the width anyway. Look at the id start map for example. The skill corridors are small rooms in themselves, even though their only function is for the player to travel down them once into a teleporter. Yet they don't' feel cavernous, just comfortable.
It's not a big problem though. The map has no gameplay other than skill selection, it looks great, and works fine as a demo for the editor.
#4346 posted by JneeraZ on 2008/02/08 17:13:41
Heh, I've always felt the id start map was way over scaled - at least in that starting area. The episode selection part seems OK but I never liked those skill hallways.
I do agree, for the most part, and if the map had any gameplay in it at all I would have made the combat areas much larger!
Scale
#4347 posted by gb on 2008/02/08 20:25:24
1. I can relate - my idea of what the right size is for a Quake map changed quite a lot over the last two years. I used to think cramped = good but I'm not so sure anymore. I now think 256 is the perfect width for a corridor ^^ in id maps, they're not even half as wide. I still think you have to factor in the size of the monsters, and the reach of their attack, though. As well as the size of the player model with regard to stairs etc. If fighting area and distance get too large, dodging gets easier, which is another natural limit. The final natural limit is sound; it's rather unfair to not even hear a rocketeer's rocket coming before it hits you. You're simply missing the sound cue.
2. Since I started mapping from the ground up instead of hacking id maps, I noticed things feel smaller in the game than they look in the editor. This was a surprise. You can have a 1024x1024 room no problem. I didn't believe my eyes how normal it looked.
3. The start map corridors, well I think it's just not the smartest design. It's not necessarily the size that bothers me. The concept itself seems a bit simple. And they didn't apply the scale to the whole map, just attached that big front-end to a rather minute map. Like some guys attach big exhaust pipes to cheap cars.
Cheers For Willem!
#4348 posted by bear on 2008/02/09 01:37:53
Who made excessus resurface (and boy has his english improved)!
I Second That
I wanted to say hello (to Excessus) but I couldn't post on the page for some reason... it just kept timing out or something.
Tell him to come here, he might not even know of this site? :)
#4350 posted by JneeraZ on 2008/02/09 11:19:07
I'll prod him. :)
#4351 posted by Excessus on 2008/02/10 02:22:06
Mr Fribbles! :) Well, I have been always around more or less, I read Shambler's blog from time to time, dive into Pauk's map repository and play some Quake games on one platform or another, even if its once per year ;) Willem software has insuflated new energies into this old hearth of me. :)
... and no, I dont think my broken english is at all better! :D
Shambler Has A Blog?
#4352 posted by nitin on 2008/02/10 02:53:04
#4353 posted by ericw on 2008/02/10 03:16:00
I had a map idea involving a floating castle against a nebula filled backdrop, with some shub-nigguraths (Perhaps there were more than the one you killed :). I made this skybox a while ago from a hubble space telescope image, and I think it looks really good against shub and some quoth textures.
Screenshot: http://shub-hub.com/files/gfx/skybox_eta_carinae_nebula.jpg
Skybox download: (feel free to use/modify)
http://shub-hub.com/files/gfx/skybox_eta_carinae_nebula.zip
Excessus
Good to see the Quake spirit is still alive in you. With any luck you can get ToeTag working for you and give us some more maps!
Shots...
#4355 posted by JPL on 2008/02/10 10:38:11
#4356 posted by Spirit on 2008/02/10 11:18:39
Are you sure you are mapping for the right game? That screams HALFLIFE so loud.
That ceiling texture is kinda ugly, looks so very comic-like.
Ericw:
#4357 posted by rj on 2008/02/10 13:49:59
that looks awesome; very xen-like. i think a xen themed space floater would work well in the context of quake.. *ponders*
Huh
#4358 posted by ijed on 2008/02/10 16:39:12
That looks great - but yeah, half life. Even so It'd be nice to see more of the same. It's a shame Q1 doesn't support skybox rotation like Q2.
JPL
#4359 posted by RickyT33 on 2008/02/10 16:59:59
I like the look of it! The texture you have used for the frames of the beds looks very high quality, but I do think the ceiling could be better. TBH I like it! :D
Excessus Is Cool.
#4360 posted by Shambler on 2008/02/10 21:38:26
Shambler doesn't have a blog tho, not that I know about anyway!
Blog. About. It.
#4361 posted by czg on 2008/02/10 22:10:27
Ericw...
#4362 posted by distrans on 2008/02/11 05:03:34
...thanx cobber, I'm immediately inspired.
Ok, It Has To Be Said
'blog' is just about the most horrible word (or non-word, as the case may be) in existence. Second only to 'brunch'.
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