GLQuake's linear filtering makes sprites look very :(
.tga Format
#5812 posted by
ijed on 2009/07/16 13:52:17
Downside is that everyone with external tex turned off will be looking at crap.
A hybrid of the sparks and Quoth's marshlight with a simple 3d model could work.
I'll Take A Crack At It
#5813 posted by
ijed on 2009/07/16 16:04:02
When I get back to e3m4 - not happy with the textured lights in there.
That Is
#5814 posted by
ijed on 2009/07/16 16:08:56
If you can give me a hand with the sprite.
Externals
don't help either:
http://www.quaketastic.com/upload/files/screen_shots/marcherjagged.jpg
That looks remotely good because it's circular like the id1 lightglobes. The problem appears when the sprite is not a circle nor rectangular, like the quoth2 reed, or even better,
http://www.quaketastic.com/upload/files/screen_shots/lightrunetest2.png
I am certain that I have enabled external textures in fitz 0.85...
But Enough About Sprites...
Necros, that map looks pretty, are you aiming for a primarily vertical map again?
#5817 posted by
Trinca on 2009/07/16 17:40:12
nice pic necros look�s like a map of tronyn in soe indian summer map pack :)
Sod Sprites
#5818 posted by
ijed on 2009/07/16 18:43:32
The pic link is down - I scanned it before but can't remember well enough to comment.
#5819 posted by
necros on 2009/07/16 19:46:54
nah, no more vertical. it was fun, but i don't want to do that again.
it'll be similar to cda, i think.
Note:
#5820 posted by
metlslime on 2009/07/16 22:25:47
sprite and skin replacement is not supported by fitzquake (yet)
Extra Glow
#5821 posted by
sock on 2009/07/17 09:29:10
Necro, why do the torch bases glow so much compared to the rest of the environment?
Sock
#5822 posted by
AEnoch on 2009/07/17 16:35:05
The torch bases are a model. He used quoth entities.
Down The Rabbit Hole
#5824 posted by
sock on 2009/07/18 13:01:27
More sleepless nights carving wooden pointy teeth. Ive included a brief one liner for each image, its something I do on another site and thought it might be more interesting.
A contracted wooden iris blocked by chains
http://www.simonoc.com/images/design/maps_q3/moteof1an1l.jpg
A sky light framed by a circle of chains
http://www.simonoc.com/images/design/maps_q3/moteof1an2l.jpg
A gaping hole lined with wood teeth
http://www.simonoc.com/images/design/maps_q3/moteof1an3l.jpg
A dark connection with plain wooden cross beams and warm left-hand light -
http://www.simonoc.com/images/design/maps_q3/moteof1an4l.jpg
Plughole kaleidoscope -
http://www.simonoc.com/images/design/maps_q3/moteof1an5l.jpg
Down past gaping steps and angled wood lies helping metal hands -
http://www.simonoc.com/images/design/maps_q3/moteof1an6l.jpg
#5825 posted by
JneeraZ on 2009/07/18 13:34:32
I love the one-liners. It gives every shot a sense of place before you click.
Lovely work, sock. The level is looking better and better all the time!
Err
#5826 posted by
nitin on 2009/07/18 13:48:08
that looks fantastic, lovely lighting.
Yeah
#5827 posted by
ijed on 2009/07/18 13:48:24
That looks too good for games almost - excellent stuff.
Aenoch - the link seems broken.
#5828 posted by
JneeraZ on 2009/07/18 13:58:19
Dreamhost is having a switch/router issue at the moment so Quaketastic is temporarily offline. It's being looked at...
Sock
#5830 posted by
metlslime on 2009/07/19 09:35:54
Looks excellent. The chains are a bit primitive though... Maybe use patches or, even better, a mapmodel, instead.
Sock
#5831 posted by
Shambler on 2009/07/19 16:46:46
Nice gaping hole, dude o_O
Progress
#5832 posted by
JneeraZ on 2009/07/20 00:58:49
3,800+ brushes and it's finally sealed. Now to start detailing and finalizing gameplay...
http://wantonhubris.com/blog/wp-content/uploads/2009/07/map_preview.jpg
#5833 posted by
Trinca on 2009/07/20 01:33:27
looks fucking great!!!
i want this :p
go map!
#5834 posted by
Zwiffle on 2009/07/20 01:45:09
Time to START detailing?? Looks pretty detailed to me!
#5835 posted by
necros on 2009/07/20 02:26:57
haha no kidding. it looks great already ^_^