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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Black & White Quake? 
If It Is Actually Black And White Quake 
that would be pretty cool. 
Heh 
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... 
...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 
Sketch Quake? 
http://sketchquake.blogspot.de/

r_load sketch or sth. 
NPR Quake 
was original as a college work.
Had some cool render options like blue pencil drawing effect. 
Tronyn 
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 
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. 
Go Tronyn. 
Etc. 
Coloured Noir 
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. 
 
the qmb engine has a sin city mode with all but red bring desaturated, kinda fun 
Ah Yes, 
noir from Preach...that's the one. Interesting observation Sock, might be enough to get me back into pushing brushes. Cheers... 
Tronyn... 
...tends to make Heretic in Quake. But that's all good with me :) 
Also... 
Did I mention that Rick's stuff looks ace? Very nice style. 
Sock 
I actually really like the way that looks! 
 
Awesome work y'all! Can't wait to put my hands on these maps once they're finished. 
Nice Shots 
Tronyn and Sock. Looking forward to these! 
.....*taaaaake Oooooonn Meeeeeeee*.... 
 
Hahah 
<3 <3 A-HA 
Other Violations 
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.... 
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. 
 
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 
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. 
Fair Play 
Yeah, I probably should have said you could get some value from tweaking them. It's just that they're all in the "dark brown" range of the palette, and quake already has that pretty well covered, so the benefit is marginal. It's not like you can use them to add a proper saturated green range, or purple fullbrights or something.

The way that quake has multiple matching ranges of dark browns bites back if you try and create exciting palettes. I was messing about last night, trying to create a set of lively, bright colours to ruin the quake atmosphere with. Although the colours were tropical and lovely, they clashed in a bad way. On lots of the previously brown textures, adjacent pixels coming from different palette rows had changed in tone and value a lot. This resulted in lots of very noisy textures which looked ugly. 
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