I Don't Want To Be Burnt To The Stake, But...
#565 posted by
starbuck on 2004/02/01 14:50:28
it might look better if the lava generated coloured light
Lava
#567 posted by
. on 2004/02/01 18:06:42
Or you could modify the tex that borders it to have a "glow" effect.
Hm...
#568 posted by
necros on 2004/02/01 23:04:47
well... for color, at this moment, that would be no. mainly because aguire's light doesn't do color atm.
(but also a bit because i'm not very good with color)
if aguire puts in colored light support, i'll try it out.
i actually like the idea of making a texture for the lava light. thx phait. i'll try my hand in photoshop and see what i can come up with. i just hope i have enough room left in the bsp for more textures. :P
Necros
#569 posted by
. on 2004/02/01 23:10:57
Take a vibrant orange color, make a gradient of transparent-to-orange, drag that down about half-way or in a 4th of the texture's height.. make this on a new layer, experiment with layer modes.
#570 posted by
. on 2004/02/01 23:12:16
Phait
#571 posted by
GibFest on 2004/02/02 07:22:49
non of you links work for me :(
#572 posted by
. on 2004/02/02 12:22:29
Not sure what to say, Gib.
Well...
#573 posted by
necros on 2004/02/02 12:34:06
i tried something like you said, Phait.
can't say it looked very good. oranges aren't done well in the quake palette, and the vibrant orange i mixed into the stone and rock textures ended up looking really ugly in game. it was a nice idea, but doesn't work for lava i think. thx anyway
#574 posted by
. on 2004/02/02 12:36:03
Let me see the tex... or select an orange straight from Quake's palette. I really don't see why it can't be done alright, unless the orange turned out looking like idbase orange.
Well
#576 posted by
Vondur on 2004/02/02 13:26:02
yes it's done there, but not that smoothly if you use fitzquake. the prob is in fillbright pixels...
Fullbright Pixels
#577 posted by
starbuck on 2004/02/02 14:28:41
clearly the work of capitalist scum
Not That My Opinion Matters
#578 posted by
H-Hour on 2004/02/02 15:01:37
But I think the lava should be darker. It would fit in better, to me, and would help alleviate the lighting problem some. I think I may have gotten this texture from evil_lair or something like that. Can't remember, but I think the darkness of the lava would work well in your map (although may not transfer to q1 well):
http://www.notthisway.com/temp/lava.jpg
#579 posted by
. on 2004/02/02 17:14:40
You can easily remove fullbrights though..
Crappy Lava
#580 posted by
necros on 2004/02/02 17:27:04
here was my attempt...
http://www.planetquake.com/necros/levels/lend/craplava.jpg
as you can see, it looks more beige than orange, and is not really that convincing in full 24bit color either.
Necros
#582 posted by
nitin on 2004/02/02 18:48:35
not that bad, just need to adjust the color a bit.
Necros
#583 posted by
. on 2004/02/02 23:34:44
can you give me a bmp or jpg of that tex? I'll fool around with it.
...
#584 posted by
necros on 2004/02/02 23:53:23
nitin, you actually think that's decent? hm... never thought i was very good at textures... :P
Phait:
http://www.planetquake.com/necros/levels/lend/lavabottom.zip
lavabottom_24.tga is the original rtg tex with the orange and
lavabottom_q1.tga is converted into q1 palette. i realized later that you could have converted it to quake palette yourself, but
... *shrug*
if you could get it to look more like the texture in vondur's lilith (with the cool yellowish highlight effect) that'd be awesome. sadly, that type of thing is a little beyond my skills. mostly, i just took the brush tool on color mode and set it to orange at 50% and traced around the bricks. :P
...
#585 posted by
necros on 2004/02/02 23:54:56
more importantly, i wish i could find a nice big 256x256 lava texture. i had to scale up the regular one by 3, so when your in the lava, it looks pretty rank, and if you leave it at default scale (or even 2x) it looks awfully tiled when your up on the platforms...
Necros
#586 posted by
. on 2004/02/03 00:40:16
http://www.angelfire.com/scary/ph8accompli/quake/lava.zip
The first tga is probably best (I used color dodge on that gradient layer for that one)... I haven't tested these, just convert to Q1 palette of course. Take some shots if you decided to use any of them.
Necros...
#587 posted by
Shambler on 2004/02/03 04:32:47
That's pretty cool, it looks quite orange to me, and the rock itself looks white/grey which is actually quite realistic, rock tends to do that when heated to extreme levels. Basically it looks like a little orange glow cast on rock bleached white by centuries of heat.
One More Screenshot Of My Map
#589 posted by
PuLSaR on 2004/02/04 17:58:34