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.
Pulsar
#490 posted by Vondur on 2004/01/09 18:38:14
architecture is ok it seems.
though, it's hard to estimate it w/o lighting because light can change the look of architecture dramatically.
Yeah
#491 posted by starbuck on 2004/01/09 18:51:50
that architecture looks like it could be impressive, but with no lighting its very difficult to say
Auto-screenshots...
#492 posted by metlslime on 2004/01/09 21:48:26
write a qc mod that loops through the intermission cameras doing a stuffcmd("screenshot") at each one. But, since you don't tell the client it's intermission time, you won't see the overlay.
#493 posted by . on 2004/01/09 23:52:53
Pulsar - looks pretty nice to me, can't wait till it's released.
Pulsar
#494 posted by Shambler on 2004/01/10 05:43:06
Looks cool. I like the large scale but make sure it doesn't get too large. The first shot looks like a DM map. The second shot is quite impressive - be wary of the wall textures though. As the others have said, lighting will be particularly important for a map such as this with a larger scale and textures that have quite a similar contrast.
Some Things:
#495 posted by grahf on 2004/01/11 00:39:28
i've been showing these to some people on #terrafusion, so you get to see too:
http://www.cstone.net/~greenwud/grahfsp1_01.jpg
http://www.cstone.net/~greenwud/grahfsp1_02.jpg
http://www.cstone.net/~greenwud/grahfsp1_03.jpg
q1sp, very nonlinear and openended, r_speeds expected to be slightly ridiculous. ~2700 brushes so far, architecture is maybe a bit more than halfway done. :\
Dunno wtf is up with that 3rd shot, quake took the screenshot that way.
Pulsar: looks nice! love the sock egypt textures. 4th shot has good architecture, though there is a strange looking strip of rock in the righthand part of that shot.
2nd Shot
#496 posted by nitin on 2004/01/11 02:17:10
very nice texture usage. Looks good, I hope it gets released though.
I Will Try...
#497 posted by grahf on 2004/01/11 02:26:50
gonna be a while though.
Yeah I Really Like That
#498 posted by starbuck on 2004/01/11 09:35:51
doesn't look like anything i've seen before, which has to be a good thing
Yes
#499 posted by necros on 2004/01/11 14:28:45
agree with prior two opinions. very nice brushwork.
i thought it was a dm map at first, so good job on the openendedness part, obviously. :)
i like the look of shot3, even though it's screwed up. awesome, man!
also, what would you consider "slightly ridiculous" as r_speeds?
Also, Anyone Up For Some More Q1sp Beta Testing?
#500 posted by necros on 2004/01/11 15:06:41
email me: necros@rogers.com
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