Blackpope:
#26 posted by metlslime on 2004/11/12 00:13:58
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.
#27 posted by HeadThump on 2004/11/12 01:47:57
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
#28 posted by Preach on 2004/11/12 04:31:11
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
#29 posted by Blitz on 2004/11/12 04:53:10
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...
#30 posted by metlslime on 2004/11/12 05:15:57
you can just copy and paste each image in texmex, assuming you have fullbrights disallowed in the options menu.
Fullbrights
#31 posted by Mike Woodham on 2004/11/12 07:43:33
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
#32 posted by HeadThump on 2004/11/12 11:22:48
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:
#33 posted by metlslime on 2004/11/12 15:02:49
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
#34 posted by Mike Woodham on 2004/11/12 16:18:01
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
#35 posted by Blitz on 2004/11/12 16:41:19
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.
#36 posted by Zwiffle on 2004/11/12 17:25:13
I might be going over the 1000 brush limit... but only by a little.
Hahaha
#37 posted by Blitz on 2004/11/12 18:00:46
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
#38 posted by R.P.G. on 2004/11/12 19:24:10
With 1000 brushes, you should be able to make just about anything.
Re: Hahaha
#39 posted by Zwiffle on 2004/11/12 22:31:58
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
..?
#40 posted by necros on 2004/11/12 23:47:10
in gtkr: there's a mapinfo box which displays brush count, quark407 has the same thing...
Necros
#41 posted by Zwiffle on 2004/11/12 23:50:19
shhh, don't let them know man.
Technically
#42 posted by pope on 2004/11/12 23:56:03
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!
#43 posted by Its me again on 2004/11/13 00:31:03
omg! Im definately IN
Zwiffle.
#44 posted by Shambler on 2004/11/13 04:22:25
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
#45 posted by Zwiffle on 2004/11/13 12:22:51
Now I have to start a new map. :( I'll just work this map into a proper man then, I s'pose.
Errrrrr
#46 posted by Zwiffle on 2004/11/13 12:23:12
man = map
;P
#47 posted by pope on 2004/11/14 05:33:59
freud? are you there?
Knave
#48 posted by Zwiffle on 2004/11/14 16:16:11
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
#49 posted by Blitz on 2004/11/15 04:19:10
Blitz
#50 posted by JPL on 2004/11/15 04:52:43
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...
|