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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Using 
-threads 
 
 
oops, yes, i forgot to mention, there's also multithreading, so even if you're not using the coloured lighting, it's still way faster.

and i wouldn't discount coloured lighting entirely. i certainly don't advocate neon greens and blues, but subtle shifts can really add a lot to an area. even just tinting outdoor sun minlight slightly blue can make shadows look deeper and more natural. 
But 
Ah cool, I'll have a look at the threading shizzle :}

Regarding coloured lights - I only use WinQuake so won't ever see them. These fancy GL-based engines do horrible things to the look of Quake's textures and lightmaps. Texture filtering in Quake is about as appropriate as a J-Pop soundtrack in a Fritz Lang noir. Jesus >_<. 
Kinn 
Fitzquake + gl_texturemode 3 ftw

Or if you're adventurous, there's the Qbism engine which is a high-limit software port with support for colored lighting as stuff.

Btw. running BJP's light with the -gate 1 speeds it up considerably without visible downsides. Not sure if the multithreading light has that too (would make it a one second job, I assume). 
Kinn 
 
mh's light is based on aguirre's light, so it has everything + coloured lights and multithreading. 
Yeah 
I tried gl_texturemode 3 with GL-based engines but you still don't get that crucial striated effect with the lighting, and besides, circular particles are just wrong.

It's a bit like getting Optimus Prime for christmas only to discover you've been bought the Chinese knockoff version instead.

Qbism looks less offensive than most engines I agree. Pol Pot was also less evil than Hitler.

I've always used -gate 1 btw... 
 
circular particles are just wrong.

r_particles 2 
 
kinn's overflowing with similes today. ;) 
Heh 
r_particles 2

Hehe, learn a new thing every day.

I'm still not using a custom engine though. 
 
But with a custom engine you could use high-res skins like this http://www.securitronlinux.com/files/dp000012.jpg 
Um 
But with a custom engine you could use high-res skins like this

But why would I want to see a knight in that much detail? Would H.P. Lovecraft's stories have been improved if he presented his horrors in such mundane and precise detail? 
Keep It Pure! 
First, you think colored light is fine, then you'd want truecolor textures...
this way you'll end up with q2 monsters allover your maps!
And the last thing you know you are not allowed on quaddicted anymore. 
Qbism 
doesn't do coloured lighting. 
 
Rock on, Kinn. You're a man after my own heart. :) Blocky pixels and low res texture FOREVER.

That high res knight, to me, looks ridiculous. 
 
but it can now stab you with its nose!

didn't everyone get the memo on "higher resolution being always better"? 
 
but it can now stab you with its exaggerated junk! 
Yah 
Rock on, Kinn. You're a man after my own heart. :) Blocky pixels and low res texture FOREVER.

/hugs Willem.

And I bet he looks real menacing when the 8-bit vertex precision is causing his face to swim around on his cube head like a swirl of cr�me fra�che on a bowl of carrot soup.

I truly believe, in the most honest and genuine way, that Quake in its untainted, software rendered form has a timeless quality to its visuals that is only degraded by the addition of polygons or additional colours or texture effects or whatever. All of the visual elements perfectly balance and complement each other in terms of style, level of detail, palette etc. etc. Any changes to one or more throws the balance out of whack and the overall effect is only one of dissonance. Unless you literally redo every aspect of Quake's visuals so that you achieve a new overall unification, you're always going to end up with something that looks like one of those cheap shovelware games from ten years ago or something. 
 
causing his face to swim around on his cube head like a swirl of cr�me fra�che on a bowl of carrot soup.

seriously, are these just coming to you? hehehe :D 
Junk 
but it can now stab you with its exaggerated junk!

Heh, reminds me of this "alternative" hellknight skin I once did but wisely decided not to inflict upon the world. Check out those buns. Feel free to use it if you're so inclined:

http://dl.dropbox.com/u/61424391/Temp/campness.bmp 
Dat Ass 
 
Heh 
What's your painting method?

Despite his arse hanging out and him looking like an extra from the sexually ambiguous 300 it's well done :) 
Painting Method? 
draw a bit, smudge a bit, draw a bit, smudge a bit...

The idea behind this particular hellknight is that I wanted to create a monster that looked like he might have a fate worse than death in store for you. I mean you look at a regular hellknight and you think "yeah he looks like he wants to kill me", but then you look at this new hellknight and you probably think "he looks like he might kill me, but then again he looks like he might do something else to me". And that is one hell of a terrifying concept.

Btw - you lot might find these curves i made useful:

http://dl.dropbox.com/u/61424391/Temp/photoshop%20curves/photoshop%20curves.rar

take any layer in photoshop that has been desaturated to grey, and apply one of these curves to it. Voila! You now have a deliciously Quakey colour!

When you flatten your final image to the quake palette notice that you will get the closest possible colour preservation on these quakerised bits.

I must emphasise - only apply these to grey things, or the colouring will not work. 
Saving Map State Across Level Changes 
Are there any mods that can do this?

What i'm thinking I want to do is have the player leave the current map and go to another small level for a little bit then come back to the main map and have it be in the same state as when they left.

is it possible to do in Quoth for example? That would be perfect :))) 
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