#9436 posted by
necros on 2013/05/29 03:09:03
tronyn, love the first shot!

If It Is Actually Black And White Quake
#9438 posted by
nitin on 2013/05/29 07:11:22
that would be pretty cool.

Heh
#9439 posted by Tronyn on 2013/05/29 07:17:06
no I just wanted to not show much by making it grayscale and having a vignette effect. Though Black and White Quake could definitely be interesting (and Willem's Q1SP, White Room, totally kicked ass with that idea).

Wasn't There...
#9440 posted by
distrans on 2013/05/29 07:23:02
...a tiny little mod that turned quake greyscale or was it sepia?

It's A Console Option
in fitz... just don't ask me what it is because I cant remember :P

NPR Quake
#9443 posted by
mfx on 2013/05/29 08:31:38
was original as a college work.
Had some cool render options like blue pencil drawing effect.

Tronyn
#9444 posted by
Cocerello on 2013/05/29 09:38:01
They show more than enough. :)
It looks very detailed and with good proportions, it doesn't seem Quake. This kind of map seems to be from Hexen 2. First shot looks nearly perfect. Only thing that doesnt look as good are the torches, i dont know why, and maybe lowering a bit the platforms with the trees.

Mod
#9445 posted by
Preach on 2013/05/29 09:43:04
I made a sepia palette for quake once, lemme see if I can dig it out...
Yeah, here we go:
http://www.quaketastic.com/upload/files/single_player/mods/noir.zip
As distrans mentioned, it is a tiny mod - under 17k unpacked. It's going for a filmy look so it's quite sepia tinted, rather than a pure photographic black and white.

Coloured Noir
#9447 posted by
sock on 2013/05/29 12:47:54
It is interesting how designers have architectural themes they love to fall back on, I think Tronyn loves claws! I personally prefer screenshot 2 because the claw silhouettes are visually striking, the first screenshot feels like a scene from Heretic, not really Quake.
I tried the Noir MOD and it is still affected by coloured lighting which can produce some
interesting results. For Noir to truly be right you need to design in black and white (including the lighting/fog). I think it could be interesting to experiment with coloured lighting and see if it is possible to produce chilling and sickly scenes.
#9448 posted by
Spirit on 2013/05/29 12:50:40
the qmb engine has a sin city mode with all but red bring desaturated, kinda fun

Ah Yes,
#9449 posted by
distrans on 2013/05/29 13:54:37
noir from Preach...that's the one. Interesting observation Sock, might be enough to get me back into pushing brushes. Cheers...

Tronyn...
#9450 posted by
Shambler on 2013/05/29 14:05:38
...tends to make Heretic in Quake. But that's all good with me :)

Also...
#9451 posted by
Shambler on 2013/05/29 14:06:10
Did I mention that Rick's stuff looks ace? Very nice style.

Sock
#9452 posted by
nitin on 2013/05/29 14:36:07
I actually really like the way that looks!
#9453 posted by
skacky on 2013/05/29 17:02:02
Awesome work y'all! Can't wait to put my hands on these maps once they're finished.

Nice Shots
#9454 posted by
Drew on 2013/05/29 19:24:32
Tronyn and Sock. Looking forward to these!

.....*taaaaake Oooooonn Meeeeeeee*....
#9455 posted by
RickyT33 on 2013/05/29 21:45:26

Other Violations
#9457 posted by
Preach on 2013/05/29 22:13:32
The coloured lighting you've got going on there is nice and complementary. Other things that can ruin the effect include full colour textures, which obviously don't bother with the palette files. So be careful with those skyboxes. On the other hand, you could even go far as restoring the red tones in the palette if you wanted to remake Schindler's List...

And Another Thing....
#9458 posted by
Preach on 2013/05/29 23:55:08
Continuing the proud tradition of Preach Double-Posts, I thought I'd mention two things about "wasted" pixels in the quake palette - a topic that came up just three, four days ago. So I've got some explanations for how you might get two identical palette entries, notice, but not care. The easy one to explain is the red duplicated entry. It isn't really wasted, because one of them is fullbright and one isn't!
But wait, even the other "wasted" pixel isn't really wasted. True, both entries are the same shade of brown and neither are fullbright, but there is an important use for each of them. Remember that the "runs" of 16 colours are used for the changing colours on the player skins. So it was necessary to have the same dark brown in two places on the palette to let the palette shifting work. You could argue that they didn't need to be exactly the same colour, but either they are similar enough to make no real difference, or they're so different that one of the runs would look odd.
#9459 posted by
Spiney on 2013/05/30 20:45:13
I'm not sure, the colormap still has to work from the palette and would have slightly less banding if the duplicates were put to good use.

Just Thought I Should Correct This
#9460 posted by
Rick on 2013/05/30 22:21:14
In my post on this earlier I said there was 5% wasted colors, but I don't know where that percent sign came from. I meant to just say 5. That doesn't count the red since, as mentioned, one of them is in the fullbrights.