It's in the engine code itself. I won't be releasing a modified engine just for a mapjam.
If you still want the coloured UI numbers, edit the lmp files and change their current palette index to 250 or 251. These are the fullbright red indexes.
The only way for me to revert blood back to red is to change the palette file again, I am somewhat loathe to do so, as this may mean that reds may creep into the textures that we've already desaturated.
OK. I guess I won't bother with the red skybox, then. It would be weird to have a red sky but grey blood. Same with the HUD counters. So it's gonna be full-on B&W with my couple of fish as the only colors in the map.
BTW, I'm a musician and I've started working on a main theme for the jam. It's gonna be a laidback jazzy track with an electro/industrial sound.
It should be noted that Quake is a game with a rather primitive lighting model, so colors play a fairly important role in distinguishing shapes. Not as important as with sector lighting, for example, but still. I'm a little concerned over where all this is going.
If it turns out to be a failure then that's cool too. A journey can be just as rewarding as the destination.
It is a concern that colours will cause the mobs and geometry to disappear a bit much, but at the end of the day the designers should be able to test and get a feel for where lighting will help solve that.
I also need some numbers so I know how many entrances to place on my start map.
If you're joining in can you pop a +1 below or something?
+1... But Not On The Deadline
On the blending of mobs and geometry: simply build your map with noticeably lighter and/or darker textures than the monsters' and be mindful of your lighting, and you should be fine. We've been watching B&W movies for more than a century and they're usually pretty readable.
Well uhh. I get your point as a whole, but B&W movies typically support much better lighting effects.
True, but I've seen impressive results achieved with Quake's lighting method. And you can use .lits or, for Darkplaces, RTlights. DP is particularly efficient with chiaroscuro.
Scifi/Horror Noir Something
That looks...really dark.
Hups! I used range 0.5 that made everything way darker*
Unless it's been changed 0.5 is the default. The old versions of light would print out the whole list of options if it was executed with no parameters.
Here it is down to "range". This is not the entire list. There's about 25-30 more lines.
----- Light 1.43 ---- Modified by Bengt Jardrup
----- Release 2 ---- Coloured light and LIT support by MH
Light performs light processing of Quake .BSP files
light [options] bspfile
-threads [n] Enable multithreaded processing (faster, default 4)
-fast [n] Enable fast lighting (lower quality, default 2)
-soft [n] Enable soft lighting (reduce jagged shadows)
-softdist [n] Distance tolerance for lights behind surface (default 3)
-extra Enable extra 2x2 sampling for higher quality
-extra4 Enable extra 4x4 sampling for even higher quality
-dist [n] Set fade distance, higher is darker (default 1.0)
-range [n] Set brightness range, higher is brighter (default 0.5)
Yeah, seems like range didn't do what I thought it would do.. but anyway I started fixing values a bit. Here is second attempt:
Now enemies should be more visible at least?
-dist does it means like fades in dark like fog, or does it mean it shortens lights?
what about -threads, how do you use it?
I can see the enemies a bit now, and the surfaces near the lights, so it is better. Hard to say for sure if it's enough without actually seeing it in game.
Threads I've always just set to however many cores the processor has. Don't know about -dist, sounds like some kind of attenuation, so shortens maybe is close.
For some reason -softdist doesn't work in tyrutils. Without it there are places in my map where the lighting changes noticeably, which is why I keep using the older version.
Second version looks fine.
remember that those enemies will be in black and white for the final version. To preview it follow the procedure in post 133.
Don't worry, if I remember correctly screenshots are darker than actual gameplay, it should be bright enough for most of screen.. should be. I used lowest brightness settings I managed to pull off on my computer, and even Quakespasm I drop down contrast and saturation to minimun 1 or something and was still able to play it. So now I'm only afraid, am I making it too bright, will it lost all the creepy atmosphere*
I Didn't Get Many Responses For The Last Roll Call.
If I extend this by a week are we likely to get more submissions?
I was discussing on #TF and the idea came up of fullbrighting some of the projectile models so that you can see them easier. How do you guys feel about this?
Since the final pack will release with a palette, is there any point using desaturated wads to edit with? Any texture is now fair game?
I loaded a map with a non-indexed texture, it was coloured. Any indexed texture should be fine though.
It's actually pretty fun to play vanilla quakle with the desaturated palette FWIW.
1) Roll call: even with a one-week delay, I doubt I'll get something playable by then.
2) Fullbright projectiles: can't tell, haven't tested any combat yet.
3) Palette: I suspect this is gonna be a problem with my custom blue and red pair of rotfish. Will it apply to every map regardless of whether we used it when building our map?
Spent Way Too Much Time Building Terrain
Just have to build central structure. Sick of building rocks. I might be done by the original deadline. If not, then extra time would be appreciated.
I have spend more time on gameplay.. 2-4 minutes of gameplay in area I have been shown, then there is other streets sections and short sewar section but I have no idea how to combine all of these separate parts yet or do I need to rebuild some of the areas to match the style of map. If everything goes well there will at least 15 minutes of gameplay.. if everything need to be crushed to the deadline.