Gb
#9357 posted by
ijed on 2013/05/10 00:46:38
Because they look good - Quake palette to the rescue!
#9358 posted by
[Kona] on 2013/05/10 06:47:34
Maybe we're used to that combination. And the graininess helps
SleepwalkR
#9359 posted by
Shambler on 2013/05/10 12:03:29
Bringing the real issues to the fore! Surprised that one slipped through sock's ultra-refinement.
Sock
#9360 posted by
Drew on 2013/05/10 15:04:30
Yes. That looks so profoundly atmospheric and classic.
#9361 posted by
negke on 2013/05/10 16:04:44
The lights are powered by magic, silly. They always work regardless of damage.
#9362 posted by
sock on 2013/05/10 16:50:06
Well to be fair I did add a flicker to the light! :P
The map is about only using a limited texture set and nothing else. It has been really hard to resist adding more textures but I am hoping people will just fill in the gaps and imagine it sparking and the light texture flickering.
I Would Be Excited About
#9363 posted by
Drew on 2013/05/10 21:09:52
additional textures as long as they remain very id-vanillesque. So while I know you are not doing that, if you decide to compromise later on down the line, i'll be super stoked. I love new custom id1 style textures, and would be excited about using them in my own mapping (as I am about using the ones you've already created [once you're cool with that obviously])!
Intended
#9366 posted by
madfox on 2013/05/12 16:05:39
phiran�a's don't bite eachother,
as I think they do eat eachother
after getting hurt.
Free Madfox Dopefish Model !
#9369 posted by
madfox on 2013/05/13 17:05:34
A Bit Too Yellow
#9373 posted by
nitin on 2013/05/15 09:20:42
and also I think the the roof light is giving off too much for its size?
What Light From Yonder Window Breaks...
#9374 posted by Mike Woodham on 2013/05/15 09:36:41
It looks as though the light entity is too far away from the window and therefore unnaturally lights the walls on either side.
If you make the window a non light blocking entity (I forget what it is) you can put a stronger light outside the window and get a better effect of light streaming into the room.
Perhaps
It would look better if the ceiling was protruding upwards, not downwards.
The Two Uprights Against The Wall At The Back
#9376 posted by
RickyT33 on 2013/05/15 10:55:15
Look like old chimney stacks :)
@ Sock's Last Screeny
#9377 posted by foogs on 2013/05/15 15:01:30
Something doesn't look quite right with the ceiling I agree.
Light From Windows
#9378 posted by
Rick on 2013/05/15 19:20:26
You can use a func_wall as the window glass and put a sky brush behind it to seal it from leaking. Then put a not too bright light inside the sky brush, but give it a small wait value so it has some reach. Finally, put a stack of low value lights in front of the window to provide some fill. Otherwise the window frame will be pitch black.
http://www.quaketastic.com/upload/files/screen_shots/wish13.jpg
Rick...
I love that idea.
Sock, that looks nice! You're spoiling us!
Thanks
#9381 posted by
Rick on 2013/05/15 21:26:30
This is basically the same thing as Mike mentioned above. Here is how one window from the previous screenshot is set up in the editor.
http://www.quaketastic.com/upload/files/screen_shots/wish13editview.jpg
You should be aware though that I tend to use pretty low light values, but then I boost it during compile. So, my light values will probably be too low for most people. I used range 1.4 for the build that previous screenshot came from ( I also tweaked the sceenshot in PSP, I hope I didn't make it too bright).