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Speedmapping Thread!
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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Starbuck 
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 
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 
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 
does anyone have a link to the lundoom wad? 
Your First Time At The Helm 
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 
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.... 
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 
Ah, Correction 
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, 
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. 
Wads For Speedmap 
first, i converted the textures from willi hammes' Tenebrae testmap into a quake wad with baked on lighting

http://www.spawnpoint.org/wads/willi-test.zip


also, here is the wad i used in my old abandoned q1sp oxymoron, its based on the lundoom set but its more practical for q1sp use in particular.

http://www.spawnpoint.org/wads/oxymoron.zip 
Sounds Interesting HeadThump 
good luck and make sure you finish it! :P 
Thanks! 
It is an interesting level to work on because you see hints of modern 3d design but due to the inherent limitations of the engine they are not fully concieved. 
 
ok thx for letting me know, so that leaves me and starbuck then. also, headthump, in case you weren't aware, that first paragraph was pure sarcasm i have absolutely no qualms about you taking an extra day on your speedmap. 
Sm86 
http://speedq1.spawnpoint.org/files/sm86_zwiffle.zip

1 map, single player, doom 3 hell-level 
Jeez Zwiffle 
This is your first time hosting a speedmap session, and you're the only one who made a map? I'm sorry I wasn't able to stay. 
Err 
I dont think offical speedmap packs should be released/done at all if only 1 person maps. 3 or 4, preferably 4, is the bare minimum IMO. Otherwise, just call it your own speedmap and release it yourself apart from the offical packs.

Or, you could have just saved this map to be included in the next pack, assuming it wasn't just you again and involved others. 
 
I would suppose that's up to the person running the event.

And damned nice map, Zwiffle. I don't get how you do this stuff in speedmaps. 
Better One Than None 
and goodlooking too, although it *was* a bit short ... 
SM87 - Bzzzztttt 
When: July 31st, 2004 @ 3:00pm Central
Where: Gamesurge.net, #Speedq1
Why: So I won't feel lonely :(
Theme: Bees 
.. 
Bees? 
 
Do not question the theme of speedmaps. 
. . 
Bees!!! 
The Death Of Speedmapping... 
Hey Zwiff, nice one for taking over. Good luck with it, but if it doesn't work, don't worry too much, it's tedious shit trying to organise everyone and maintain their motivation.

Hey Scamp & Starb, nice one for running it for so long, as much as speedmaps were almost all a bag o' shite, it was still fun seeing some regular event and enthusiasm going on.

Basically, if that's the end of it, GG all round. 
SM87 
http://speedq1.spawnpoint.org/files/sm87_maps.zip

Both Jacek and I made maps. Jacek's is a small but really really tough map, mine is an underworld deathmatch map that can support 8 players. 
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