|
OMG...
#4973 posted by distrans on 2006/04/12 21:57:47
Preach, that quake noir thingy is brilliant. I've so wanted to play quake in B&W for soooo long. Skyboxes don't get modified, so one has to call a bogus sky and revert to default but who cares.
For a awesome piece of gothic horror movie action, run noir and load gmsp3... f**king brilliant!
Coda To The Noir
#4974 posted by Preach on 2006/04/13 16:42:28
Hadn't thought about skyboxes, but it's a good point! Many new engine features will break this mod, including fancy particles, .lit files and tga textures. Don't try it in darkplaces! On the other end of the spectrum winquake should work perfectly, and gl if you set gl_flashblend to 0.
Gmsp3 is, I agree, very cool in noir, been a while since I've played it too. Another nice one is Adamantine Cruelty. One thing that became apparent while playing with the mod is how hard it is to distinguish red/yellow/green armour and the gold/silver keys. Sounds obvious now, I know...If someone wanted to do this for a serious map rather than a bit of fun, it might be worth doing something about making them look distinct.
One final trick though, since the only files that are changed are colormap.lmp and palette.lmp, you can almost always just add this mod on top of an existing mod, just by throwing the gfx folder into the mod's folder. So it's not just limited to vanilla quake maps.
Noir Quake
#4975 posted by R.P.G. on 2006/04/13 20:30:28
When I tried it, it looked more like nearly-black-and-white-but-with-some-yellow-green Quake instead of Noir Quake. :/
Func_pwned
#4976 posted by metlslime on 2006/04/14 01:18:19
I Do Try, Honest.
#4977 posted by Mike Woodham on 2006/04/14 04:37:41
It's not that I don't try, it's just that I'm useless at it.
Anyone know of a large flame sprite for use in Quake1? You know, large bonfire size one.
What About The Quake3 Flames?
#4978 posted by negke on 2006/04/14 05:09:53
Neg!ke
#4979 posted by Mike Woodham on 2006/04/14 07:30:24
I don't have Quake3 :-(
Flames
#4980 posted by necros on 2006/04/14 10:01:12
lots of nice, and smooth flames in duke3d.
Here:
#4981 posted by necros on 2006/04/14 10:41:53
What About...
#4982 posted by metlslime on 2006/04/14 11:36:47
the flames in marcher? or was it bastion? those were big and looked good.
Oh...
#4983 posted by metlslime on 2006/04/14 11:37:04
sprites, nevermind.
Necros
#4984 posted by Mike Woodham on 2006/04/14 12:52:59
Good stuff, thanks necros.
Flames 2
#4985 posted by necros on 2006/04/14 14:15:01
there are a few other varieties, btw. i think at least 1 more, but it is thinner/smaller.
also: the size of the flame in d3dflame.spr has been modified so each from has a ^2 size, so it works with glquake without looking bad from resampling. if you find other flames, i'd advise resizing them like that too.
and make sure you have it so that it is aligned at the bottom of the frame, and not the top. one of the frames is 64x64 instead of 64x128, so if they are aligned from the top, the flame will jump around.
Noir Quake: Take Two
#4986 posted by R.P.G. on 2006/04/14 19:39:56
What's the inverse function of func_pwn? Does it return the input value of the original post?
Original post should have been: Nearly-black-and-white- but-with-some-yellow-and-green Quake.
Yeah, Odd Colours
#4987 posted by Preach on 2006/04/15 04:44:09
I know where RPG is coming from, and I'll say it's partially intentional, but on close inspection it could do with some fixing as well. The idea was to make the palette by changing the hue of each colour while fixing the saturation and luminocity of each colour. But just doing that uniformly might end up merging colours together frequently, so I added a bit of noise to the hue, so it varied. That was the plan anyway, and I stick by it that much.
However, some of the variations were a bit extreme, there were a few rows that preserved their original colour too much, so I've now changed that. Another problem was that some of the darker entries were altered with...less care than the brighter ones. It's not very obvious in the palette editor, but if you have the brightness high enough in quake then you can notice these pixels. These have been fixed too, so there's a version with these changes at
http://www.btinternet.com/~chapterhonour/noir.zip
I've also had a go at doing one where the palette is all one hue, and it doesn't look as bad as I expected. However, if you look carefully there are still visible colour differences, because the palette is stored as RGB not HSL. Anyway, you can also try that out and see if you prefer it:
http://www.btinternet.com/~chapterhonour/noiralt.zip
So I Was Mapping Along In D3, Singing A Lively Tune...
#4988 posted by necros on 2006/04/17 23:27:34
i go to place a monster (the first entity i've placed since i started the map) and as soon as i deselect it, it disappears...
i go to check in game, and the guy is indeed still there, but he doesn't appear in the map editor in any of the views, 3d preview or 3d realtime preview...
func_s appear still, and toggling the 'show entities' will make the func_s disappear, but doesn't seem to make the other entities like monsters, items and mapobjects appear at all...
i went to check in other maps i've done with entities in them, and in those maps too, monsters, items and mapobjects don't appear at all...
to make matters even wierder, in OTHER maps BESIDES the current one i'm working on, if i toggle 'show entities', func_s and lights disappear, but monsters, items and mapobjects appear! and toggling 'show entities' again, will reverse the effect!! BUT, in the current map, toggling 'show entities' does nothing except make func_s and lights disappear and reappear... o.0
anyone working on d3 maps ever encounter this? did i just hit some button or something--? because this is just wierd... and a little annoying. :P
Just A Guess....
#4989 posted by metlslime on 2006/04/17 23:52:03
does he reappear if you turn off realtime lighting preview?
Necros
#4990 posted by Friction on 2006/04/18 04:54:57
Using D3Editor? Toggle CTRL+M (hide / unhide models)
If That Doesn't Fix It, Rename Editor.cfg
#4991 posted by BlackDog on 2006/04/18 07:29:01
Which will kill your settings, but you should see models again. Until the next time they disappear.
Don't ask me what's going on there, I have no idea.
Yay!
#4992 posted by necros on 2006/04/18 09:24:26
it was ctrl+m ^_^ thanks, friction. :)
Preach
#4993 posted by R.P.G. on 2006/04/18 10:09:04
That seems to be about the same as before. Turning the brightness all the way up made it more like shades of gray, but of course that made everything really bright and not very noir like.
Oh, Sepia
#4994 posted by Preach on 2006/04/18 15:05:38
Yeah, the sepia colour is intentional, to make it look like old film rather than strict black and white. Proper black and white would be easy to achieve, and wouldn't have the problems of slight dithering/off colour pixels. You'd just have to desaturate all the entries in the palette.
Removing Fullbright Pixels From Textures - Easy Solution
#4995 posted by Ankh on 2006/04/23 14:10:28
With some luck I have found an easy solution today. I can't remember to ever see it in this thread so I want to share. The "Remove Brites" functionality in TexMex is buggy and it doesn't work even if you uncheck the "Use Full Brites" option in the preferences/workspace tab. But you still can remove fullbright pixels in TexMex easily. Here is what I did. I unchecked the "Use Full Brites" option, opened the wad file with fullbright pixels, opened a new wad, copied all textures to the new wad. That's all. Fullbright pixels are gone :). I hope I could help anyone. I had many many problems with this issue and couldn't find any easy solution for a long time.
TexMex
#4996 posted by aguirRe on 2006/04/23 15:01:17
does have a lot of issues, but it's pretty easy to work with for the things it actually can do.
I just recently managed to figure out why TexMex often seem to have problems loading the conchars texture in gfx.wad. Ugh, what a mess ... this also explained why several modern engines (e.g. DP) have problems playing the OUM pak.
Ankh
#4997 posted by JPL on 2006/04/23 23:03:50
As all the textures in a set are not polluted by "fullbrites", I guess correcting fullbrite pixels in a texture can be done as describe below:
- Load the wad file in TexMex
- Select the polluted texture
- Use remove fullbrites command (fullbrights appear then as red-purple pixels)
- Export it to a bmp file
- Remove it from the wad
- Open the exported texture with an image editor, and change the fullbright pixels in whatever color you want (normal pixels is prefered !)
- Import the corrected texture in the wad
- Save the stuff and validate the changes by a test in-game
I've done this many times, and even if it seems very long, it works fine.. and you really manage what happened...
Nevertheless, thanks a lot for your tips, it might help for massive fullbrites removing ;)
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|