I Can See It Now...
#1 posted by damage_inc on 2017/08/19 20:10:56
The "Prototype WAD" mapjam, coming next :-P
#1
#2 posted by
khreathor on 2017/08/19 21:04:17
I doubt it, but it will help to test your ideas during future jams :)
Never Underestimate Quake Mappers!
#3 posted by damage_inc on 2017/08/19 21:11:06
What's The Point Of
#4 posted by
Mugwump on 2017/08/20 06:43:54
using provisional textures to build a map instead of regular ones?
@whiteroom: Yeah, I loved this map! It's one of my inspirations for my ZinCity project, besides the noir jam and of course Frank Miller's Sin City.
#5 posted by
khreathor on 2017/08/20 21:22:21
It's a nice WAD if:
- you want prototype some topology and focus on geometry;
- you want test some concepts with proper space awareness. These textures are good to measure distances you need in your map;
- you didn't decided yet what texture you want to use in some part of your map, room or on a button etc.
- you are a noob and didn't figure out texture sets yet, but you want to experiment with stuff.
It's not an obligatory WAD, if you don't want to use it, you just don't use it :)
#6 posted by
topher on 2017/08/20 21:53:19
i made two or three textures in some editor and i gave up. thanks..
also:
https://www.quaddicted.com/reviews/digs02.html
Lol
#8 posted by
Qmaster on 2017/08/21 03:55:41
This is great. Your sky cracks me up. Also the smiley and music notes are funny.
Yes we definitely need a prototype jam now.
Nice WAD
#9 posted by
PRITCHARD on 2017/08/21 06:10:44
Has anyone ever made a WAD that's like the Hammer editor textures? i.e. has the texture size printed on it, so that you can see exactly how much space you're taking up with a brush without having to count squares?
One thing I often struggle with when prototyping maps is keeping my brushes in nice sizes to fit textures...
Texture Scales
#10 posted by
Qmaster on 2017/08/21 16:05:56
Different texture scales. Hammer defaults to a scale of 0.25. Quake uses 1.0. This means that hammer says sixty-four while in Quake it would say SIX on one texture, TY- on another and FOU on another and...ok that's a slight exaggeration. Quake uses 64x64 on 80% of its textures while source games typically use 512x512. Scale the 512x512 down by 0.25 and you have essentially a texel density of 1:2048 while Quake is typically...1:1.
So, you could try.
Dang It
#11 posted by
Qmaster on 2017/08/21 16:08:14
1:4 for Source game texel density. Argh maths in the morn.
Ugh Ugh
#12 posted by
Qmaster on 2017/08/21 16:11:44
What I mean is that the same space in a Source game has 2048 pixels in it while Quake only has 64. That's what I meam by texel density. Quake was made to accomodate 320x200 resolution while Source was made to accomodate 1920x1080 or higher.
@pritchard
Yes I have one that I created with 128, 64, 48 (for switches), 32, 16 as well as others like doors and windows. I need to fix a couple of things and can share in the next few days. The wad is not as polished as Khrethor's but you can combine the two. I've used them in my maps a lot.
Nice
#14 posted by ShoTro on 2017/08/30 21:07:54
I was having a hell of a time with measuring out and prototyping an idea I have had. This will help.
Virus Alert!
#15 posted by
qekko on 2018/12/09 20:42:13
My browser doesn't let me download pack, because alleged virus.
#16 posted by
khreathor on 2018/12/10 01:55:08
Hey,
I just downloaded and checked this zip with Bitdefender again and it's clean.
I guess you get "Malicious file" warning from Chrome.
It usually happens for files that:
1) are downloaded rarely;
2) are downloaded from website that is not often visited;
Alternatively you can get it from here:
https://github.com/jonathanlinat/quake-leveldesign-starterkit/raw/master/wads/prototype.wad
Thanks For The Clarification.
Yep! Thank You!
#18 posted by
qekko on 2018/12/12 16:42:38
Good to here, that there is alternative download option. I personally use Opera as primary browser.