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Winter/Norway Q1SP 1000 Brush Map Pack
Hello.

I'm organizing a Q1SP map pack for anyone interested. Everyone is welcomed to submit a map, but I will only be including maps that I feel are polished and fun. So far Zwiffle and Jago are on board, and I'm going to make something as well.

The only rules are that it be done using the DKTe3 .wad, (DKT Norway) that it is finished no later than the first week of December, and that it is no more than 1000 brushes.

This is not a contest, but I'm sure Shambler et. al, will be glad to give at least a small review to each map that makes it in -- so you can at least get a small amount of praise for your work. (or ridicule as the case may warrant)

The wad can be found here: http://www.geneticrose.com/wads/dkt.zip courtesy of nonentity/Grind.

Good luck, have fun, and long live Quake.
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Blackpope: 
well, if some of the textures have "some overbright issues" and the solution is "a simple darkening with Wally" then my assumption is that the guy means the textures use such bright colors that in engines that support overbright (winquake, fitzquake, darkplaces) the texture will wash out to white in brightly-lit areas.

Or, he could have meant to say "fullbright" and was simply confused. 
What What'is Name Said Is Correct. 
The reference to snow was meant to give it away what I meant earlier without getting bogged down in the detail.

I particularly dislike washed out overbrights, even if it is a more realistic effect.

The textures do need to have the fullbrights removed though. I don't mind doing it manually. Just a seek and destroy mission with the eye dropper tool in Wally. 
Removing Fullbrights 
There are quicker ways of removng fullbrights from a texture, particularly if the texture has a lot of them. One is to import the texture into QMe, strangely enough. Make a model with a skin the same size as the texture, then import the texture in question as a skin for the model. Select skin pallette map editor from the view menu, and clear the tickboxes next to the two fullbright rows. Qme will automatically map the fullbrights to the nearest colour that's not a fullbright. Export the texture again and it's done.

The second way would be to make a custom palette in your image editor of choice(I use gimp for this). Just make a palette that doesn't contain the fullbrights, convert the image to that palette, then convert it back to the regular quake one. Make sure you have nearest match for the conversion, not dithering. Otherwise you'll get noise on other parts, or might even get fullbrights again when you do the second conversion.

I've not had a look at these textures, so if there are only a few with 4 pixels wrongly fullbright the above is probably too much hassel. But if you've got a lot of textures to deal with, a production line using those tools should be much quicker. 
The Problem Is Solved Easiest In Wally 
Simply take the textures that are coming fullbrights for you (don't bother combing through the whole set, we DO only have a little while to finish this :)) extract them to .mip. GRADUALLY decrease the brightness until the fullbrights are gone. Rename it so you don't overwrite the original in case it doesn't work, and just apply it. It took me literally a minute to do.

Don't worry about snow coming out too dark...it looks fine after darkening slightly in Wally.

GG 
Or... 
you can just copy and paste each image in texmex, assuming you have fullbrights disallowed in the options menu. 
Fullbrights 
Texmex does not clear all the fullbrights when using Fitzquake or Darkplaces as the engine. But they do disappear in GL.

Do I remember something about a 'stray' fullbright? 
He He 
Don't worry about snow coming out too dark...it looks fine after darkening slightly in Wally.

<\i>

It is Quake afterall. Even the snow should be grimey.
 
Mike: 
Texmex does not clear all the fullbrights when using Fitzquake or Darkplaces as the engine. But they do disappear in GL.

glquake doesn't support fullbrights at all. 
Metlslime 
Ah, that explains it, thanks. But it's a bugger that Texmex isn't clearing all the fullbrights: I don't think I would have the patience to clear the leftovers by hand.

Perhaps someone has already done it???

Although, thinking outloud, if I could tell from within Texmex (or other package) which textures had fullbrights, I could simply select a texture set from the .wad that did not include any fullbrights. 
Well 
I'm going to extend the deadline a few more days because of this .wad fiasco. I really should have checked it out beforehand.

The new date is Decemeber 6th.

Sorry for the confusion. 
 
I might be going over the 1000 brush limit... but only by a little. 
Hahaha 
I can't bend EVERY limit I've set so far. Keep it at 1000 or under Zwif...or else some goons will come to your door with leadpipes -- and they won't be there for some kind of home-makeover reality show if you get what I'm saying. 
Well 
With 1000 brushes, you should be able to make just about anything. 
Re: Hahaha 
I'm at about 500 now, and I've only got one room detailed. But then, you'll never know if I go over unless you count every single brush in the map!!! MUAHAHAHAHAHAHAHAHA 
..? 
in gtkr: there's a mapinfo box which displays brush count, quark407 has the same thing... 
Necros 
shhh, don't let them know man. 
Technically 
we wouldnt have to count every single brush in the map, just count to 1000. And since the 1st room is 500, we can just scratch that off and start counting at room #2.

:D 
Blitz Organizing A Q1SP Map Pack! 
omg! Im definately IN 
Zwiffle. 
The idea is that you stick with the rules of the contest, aye? That's part of the challenge and theme, learning to work with the 1000 brushes rather than the usual Quake limits. 
You Guys Suck 
Now I have to start a new map. :( I'll just work this map into a proper man then, I s'pose. 
Errrrrr 
man = map

;P 
 
freud? are you there? 
Knave 
Is it OK if I use the lava textures from knave.wad? I think they are the best lava textures in any q1 wad I've seen, and that's the only tex from knave.wad I'd use. Pretty please? 
Fuck You Speedy 
 
Blitz 
Well, I've downloaded the Daikatana texture set, and for sure there are good stuff in it... but just some questions about your "pack wishes"... Globally I think it's a good idea but, did you fixed a kind of "target date" for the map(s) delivery ?? What is/are the theme(s) you would like ?? You mentionned winter/snow theme... but is is really enough to start with ?? And so are the designers fully free to build whatever they want ?? etc..etc.. So, I think some "general" guiding rules, or something like this, should be great to "drive" each mappers in order to have a real pack consistency.. Do you agree ?? or not ?? That were just comments coming as evidences to me... 
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