Beta Testing
#465 posted by GibFest on 2003/12/28 16:27:11
Im always up for some david.carter@boltblue.com
BWSP1?????
...what's that? Never heard of it! Where can I find it? Is it Q1SP? (quite a lot questions)
Which Texture Do You Prefer?
#467 posted by . on 2004/01/03 07:06:21
#468 posted by . on 2004/01/03 07:09:59
I'll change that ground tex depending which wall tex I decide on...
Shot1a
#469 posted by nitin on 2004/01/03 08:38:27
although shot1d looks ok too.
D
#470 posted by xen on 2004/01/03 08:58:13
A is kinda overused
B is harder to light well
C is more of a ground/ceiling texture
E is a bit too murky, more of a dark, dank swampy type rock
D,
#471 posted by necros on 2004/01/03 11:12:22
then switch back to the rock texture you were using in the other tunnel (if you make a tunnel in that opening...)
B Or D.
#472 posted by Shambler on 2004/01/03 13:10:14
B is nice for rocks, quite natural and a good contrast.
D doesn't even pretend to be rocks and fits in well as a built style.
D
#473 posted by H-Hour on 2004/01/03 17:01:48
.
Blitzdm1 -- An In-editor Teaser =)
#474 posted by Blitz on 2004/01/04 02:16:16
www.tmsexchange.com/blitz/blitz1.JPG
Hmmm
#475 posted by Blitz on 2004/01/04 02:16:53
Phait, A Or D
#476 posted by grahf on 2004/01/04 02:28:08
if you were intending for a natural rock look, then go for A. if you don't mind the constructed feeling of the bricks (moldy castles are fine in my book), then D would work too. E is a nice texture but I don't think it works that well heavily used on a large surface area like that.
More Shots, F Is Latest
#477 posted by . on 2004/01/07 09:59:39
No Worky
#478 posted by starbuck on 2004/01/07 11:04:51
Phait
#479 posted by GibFest on 2004/01/07 11:26:21
Not working!
Oops
#480 posted by . on 2004/01/07 11:46:36
Sorry, forgot the /shots/ dir. I have a temporary site setup at the url now. Here's incomplete PH8DM1:
http://www.angelfire.com/scary/ph8accompli/quake/ph8dm1.html
Screenshot Generator
#481 posted by aguirRe on 2004/01/08 07:13:54
I have a large amount of Q1 bsps (mainly from the old cdrom.com ftp archive) that I want to have a screenshot taken from each one to help remembering which map it is.
My solution so far has been to use a batch file and a slightly modified .cfg file that automatically loads each bsp into an engine, takes a screenshot when the map is loaded and then quits.
This method has some shortcomings that require manual fiddling, e.g. DM maps that don't have an info_player_start key etc. Also, it only generates a screenshot at player spawn position which may be facing a wall, temporarily inside skies etc.
I've thought of trying to make use of the info_intermission position but I haven't been able to do that.
Does anyone know of a better way to do this, e.g. using some utility?
Well
#482 posted by R.P.G. on 2004/01/08 08:49:47
Paul was working on a Quake front end that had loads of map info + screenshots. But it didn't take screenshots; those were just ones he took manually.
http://paul.fov120.com/qlp.html
Maybe
ive considered doing this but havent had time to fiddle with it, i was thinking of just setting up something (a script or quakec/whatever) that loaded each map with fraglimit of -1 which skips to the intermission, but then then thing is you get all that intermission text (in dm, the player list and kills, in sp the kills/time/secrets), which could probably be removed by some combination of engine/quakec mod (i dont remember what draws that stuff)
but like you said, possible problems with no intermission spot and/or the right spawnpoints, which could probably be written to a file so those maps would have to be archived manually.
seems like alot of hassle for the sake of archiving/organization, although it would be cool
Re: Maybe
#484 posted by R.P.G. on 2004/01/08 10:19:01
...you get all that intermission text [...], which could probably be removed by some combination of engine/quakec mod...
You could probably use a modified gfx.wad where all of the text and graphics were replaced with blank ones. But as you suggested, it seems likely to me that some engine (perhaps DarkPlaces) would probably have a r_draw_2d variable which could remove all 2d graphics.
Fairly Simple
#485 posted by nb on 2004/01/08 22:58:37
Write a tiny QC mod that puts the player at an info_player_intermission (in client.qc:SelectSpawnPoint)and forces them to face the point's .mangle (in PutClientInServer; you can just c'n'p from execute_changelevel, iirc).
If there's no _intermission, look for a _start or a _deathmatch.
Thanks For The
#486 posted by aguirRe on 2004/01/09 04:47:08
suggestions guys. I haven't thought of that fraglimit -1 thing, ingenious. I've now modified my script so it first takes a screenshot at the spawn point and then another at intermission point before exiting.
Then I'll have two pics to choose from when finally converting the TGAs into tiny JPGs.
Now if I could just get rid of the score overlay text ... metlslime, any ideas for FitzQuake?
If You Want More Choice On DM Maps...
#487 posted by - on 2004/01/09 08:23:52
set a fraglimit of 5 or whatever, and use the kill command to cycle through the spawns.
.
#488 posted by PuLSaR on 2004/01/09 17:47:29
Here are some screenshots of my q1sp map I'm working right now. These are fullbright. I just want to know what do you think about architecture before I start light it.
http://pulsar.pochtamt.ru/egpt1.jpeg
http://pulsar.pochtamt.ru/egpt2.jpeg
http://pulsar.pochtamt.ru/egpt4.jpeg
http://pulsar.pochtamt.ru/egpt5.jpeg
This Is One
#489 posted by aguirRe on 2004/01/09 18:09:53
good-looking map (I've had a sneak preview). With suitable sunlight, those textures will really shine.
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