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Posted by - on 2003/12/06 18:37:36 |
From now on, this thread will be the place to discuss speedmapping issues. This will also be where all speedmapping events will be annouced. This is just an effort to keep General Abuse on it's topic of 'anything' rather than being about speedmapping every weekend. |
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Sorry
#641 posted by PuLSaR on 2004/07/16 13:03:43
I meant the address
QW Server Address
#642 posted by R.P.G. on 2004/07/16 14:22:03
24.136.230.101
It's in USA though, so you'll probably get very bad ping. :(
Thanks
#643 posted by PuLSaR on 2004/07/16 14:49:58
It's in USA though, so you'll probably get very bad ping. :(
I know, I always get high ping even when I play on servers that are located in my city. But I'll probably play there from computer club with fast speed.
Small Annoucement
#644 posted by - on 2004/07/20 11:01:50
I am looking for someone to take over the weekly speedmap events.
Last few weeks, as you've all most likely noticed, I've cared less and less about running the events, or even mapping for them. I think I'm going to finish up sm82 (more on this in a bit), and call it quits on speedmapping.
So this means if speedmapping is going to continue, I need someone who's up for mapping every Saturday who can annouce the events beforehand, collect the maps, and update the webpage (basic html knowledge is all you really need, and I can still give you a hand with this). You may run the events how you see fit, timelimits, themes, etc. I'd rather someone who has speedmapped in the past. Also, if Starbuck wants to run the show, he gets first dibs.
We'll discuss here please, as I'd rather everyone agree on someone to run the events.
Now, as for SM82, distrans just sent me a nice peice for use as an end section, and I have the other sections in place. I haven't got as far as I would've wished, but I'm going to put the big push to get at least a beta out to the original mappers before Doom3 hits. Please just be patient.
Oh And...
#645 posted by - on 2004/07/20 11:02:21
sm85 will go up tonight, sorry for the delay.
Of Course
#646 posted by Zwiffle on 2004/07/20 11:55:42
I will offer to host speedmaps, if no one else will, but I'm afraid then it'll just be me speedmapping.
Don't Worry Zwiffle
#647 posted by jacek on 2004/07/20 12:19:04
I will still be speedmapping. It's something I'm just starting to really understand, as in Quake mapping, and speedmapping has been a really great way for me to learn some really quick things while having fun. Although I will admit that my maps have been nothing special, I've seen that each time it is less like eating shit with chocolate around.
Oh,
#648 posted by jacek on 2004/07/20 12:22:11
Zwiffle, if you end being the one hosting, I will be glad to help with anything you don't feel like doing, such as the HTML or uploading the maps, whatever. Just a thought.
SM86 Announcement
#649 posted by Zwiffle on 2004/07/23 12:55:32
Well howdy ho there. Since no one is hosting SM stuff anymore I am now, so here's an announcement. So this week's theme is "Doom 3". (Hey fuck you this is my first time hosting and no one gave me a better idea.)
Where: GameSurge, #speedq1
When: Saturday, July 24th, 2004, 3:00PM Central
Why: So people can tell you your map sucks.
If you get done early you can mail me your map at ZerglingXX@ameritech.net. Yeah that should work.
When Your Ship Comes
#650 posted by HeadThump on 2004/07/23 15:11:57
can I ride the gravey train?
Great assertive attitude. It's gonna take us, I mean you, very far.
Hi There
#651 posted by starbuck on 2004/07/23 16:22:14
Sorry to hear you're giving up the speedmapping, Scampie. As you can see by my recent level of involvement, I know the feeling. As for me taking control of Speedmapping again, I don't think my situation in the upcoming months will allow it, what with travelling next month and University starting in September (so i'll be too drunk to map... bet you never thought it was possible).
Zwiffle, good job volunteering and good luck with running the events. Presuming you end up running them, make sure you get the keys to speedq1.spawnpoint.org from Scampie, so you have somewhere to put the packs :).
I think Doom 3 would make a good theme, needs some appropriate wads though. If i get some time i might be able to convert the doom 3 leak textures to a wad, with baked-on lighting of course. Otherwise, the LunDoom textures are nice.
#652 posted by - on 2004/07/23 19:07:09
if you convert the doom3 leak textures, they or any maps made with them will not find a home at spawnpoint. i am not risking legal threats.
Okay
#653 posted by starbuck on 2004/07/23 19:30:40
another alternative is the Tenebrae Testmap textures, there shouldn't be any legal threat there
Uh...
#654 posted by metlslime on 2004/07/23 22:28:07
so, we're mapping for tenebrae/darkplaces then?
(part 2)
#655 posted by metlslime on 2004/07/23 22:31:54
Becuase i don't think the diffuse maps alone are going to look good at all without the normal map, even in 24-bit color. And sampling them down to 8-bit low-res textures is a truly frightening prospect.
Starbuck
#656 posted by Zwiffle on 2004/07/23 23:12:39
That would be cool, but since Scampie won't let us post maps with those tex, then could you just convert them and send them to me? I would like a copy of them to play around with if you would be so kind.
Hey Zwiffle
#657 posted by HeadThump on 2004/07/23 23:35:50
Could you do this weeks speedmap as an extended weekend run? I'm converting textures from a classic doom2 mod wad, and it'll take me some extra time to complete this task and the map. Puh-leeease?
Hmmm
#658 posted by Zwiffle on 2004/07/24 00:22:39
Let me make one thing perfectly clear: I am first and foremost a speedmapper. That being said I am NOT Scampie, and I do NOT let assholes like you ruin everyone's good time by uploading maps late like some FUCKING RETARDED CHESS PLAYER.
On the other hand, sure, go ahead, I'll hold the pack until Monday or so, but if I don't get it by Monday then I'll just put it in next week's pack. No biggie.
Lundoom
#659 posted by Drew on 2004/07/24 00:32:26
does anyone have a link to the lundoom wad?
Your First Time At The Helm
#660 posted by HeadThump on 2004/07/24 00:47:56
thought I would put a little extra effort in to it. Sure, spending an entire Friday night working over a texture set in photoshop in order to fit the theme YOU picked (since their are so many goddamn texture sets out their that already match it) instead of going out and shooting a few billards with my buds makes me a big asshole; Sheeez, you are starting off on the wrong foot.
Dear Metl
#661 posted by starbuck on 2004/07/24 06:20:22
I agree, diffuse textures on their own look like ass. I could have made it more clear that to make them useable, I'd have to bake on some lighting as I was planning to do for the doom 3 textures before Scampie pointed out the suing issues.
In Case Anyone Wants To Know How To Do This....
#662 posted by starbuck on 2004/07/24 07:59:24
How to convert Doom 3/Tenebrae style textures to regular Q1
I've converted some bump-mapped textures to Q1 before, and its a little arduous.
>> Get the texture pack you want to use, obviously
>> They should have these components:
http://tenebrae.sourceforge.net/index.php?page=technical/textures.htm
>> All bumpmaps (grayscale heightmaps) must be converted into normalmaps. You can use this utility:
http://download.nvidia.com/developer/NVTextureSuite/NormalMapFilter.8bf
from this nVidia page: http://developer.nvidia.com/object/nv_texture_tools.html
>> You should now have a normal map of the texture you are converting, even if it originally used a bumpmap. In photoshop select the 'Green' channel from the channels tab. Select all of it and press Ctrl+C to copy. This is because the Green channel has the vertical information on the texture, and is the most suitable to represent its 3d-shape.
>> Make a new image, using the Diffuse map as the background. Now press Ctrl+V to paste the Green Channel into your new image as a new layer. You should now have 2 layers: the diffuse background, and above it, a gray layer that looks 'embossed'.
>> Duplicate the 'embossed' layer. One of the embossed layers should use the 'Overlay' blending mode with an Opacity of 100%, the other should use the 'Hard Light' Blending mode with an Opacity of 50%. It looks slightly better if the Hard Light layer is below the Overlay layer in the 'Layers' Tab.
Now... that could be fine as a finished texture, but it looks better if you use the gloss layer too. How to do that:
>> We have to start a 2nd image now, with the Gloss texture as the background. Keep the 1st image we started open.
>> Copy the emboss layer from the first image and paste it into the 2nd. Duplicate the layer. This time choose a blending mode of 'Darken' and an opacity of 100% for one layer, and choose 'Color Burn' with opacity 70% for the other. It looks best if the darken layer is below color burn in the list.
>> Flatten this 2nd image and paste it as a new layer in the 1st
>> Make sure the layer is at the top, and the blending mode is set to 'Hard Light' with an opacity of 50%.
Thats about it! If the texture has a Luminance Map, you could add that too and set the blend mode to 'lighten'. Apart from that, all you need to do is Flatten the image, resize it to 50% of the original size and then convert it to the Quake palette. Rince and repeat and you should have a texture set! Or, I should have one in a few hours :)
Photoshop Screenshot
#663 posted by starbuck on 2004/07/24 10:42:31
Ah, Correction
#664 posted by starbuck on 2004/07/24 11:22:14
i've found that combining the red and the green channels of the normal texture gives a better result. Try putting red on top of green, giving the red a blendmode of 'Overlay' and an Opacity of 50%. Green should be normal blending 100% opacity of course. I should probably add this to my site.
Zwiffle,
#665 posted by HeadThump on 2004/07/24 15:53:43
My map has grown an impetus all of its own. I'm doing a full scale recreation of Ikka Karanen's classic Doom2 level Town of the Dead, and it will certainly take a few days longer than expected. So I must bow out of the speed map. My apologies for any inconvience.
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