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  • gyp1m1

    e1m1


    gyp1m1


    e1m1


    gyp1m1

    I know it's not perfect and it's brushpornalicious but, whatever. My rspeeds are fine and I like contours. Due to the angles it was practically impossible to get that one part to line up correctly with the texture turned 90 degrees. I split the difference and did it the way you see because out of the 2 ways this looked cleaner.

    e1m1


    gyp1m1


    e1m1


    gyp1m1

    I don't like my "blocker" hills on the side. I'm going to work on them. It's really hard to get good organic shapes with brushes. Also, no there is no lift there in my map. You drop down and there is no going back. E1M1 was nothing more than a map to introduce you to the gameplay of quake. We all know how to play quake. I have the same secret and pickup spots as e1m1 does in the first room with just a huge twist on architecture for those spots. Actually the secret is identical. Took forever to get that second "door" to look like the first one (regarding illumination). If you know how to map and you're familiar with the "bait and switch" of doors for that secret, you know what I'm taking about.


    e1m1


    gyp1m1

    yuck, I never actually turned around before, lol. I didn't realize the red light was all square and crazy strong.

    To be clear: I'm not trying to say my map is better than e1m1. How could it be better? It's the same map just brushporned. I'm doing NOTHING more than contrasting the differences.

    This is currently every light in my entire map...lol. Yep, all in one spot.


    Thanks to tyrUtils and _surface I don't have to waste a bunch of time placing lights and I don't have to spend anytime worrying if my lights have consistent values. I click the light that I applied to a specific texture, change the values and it changes it everywhere that texture appears. Done. If I needed to use an already "_surfaced" texture with different light values, I would just duplicate it in the wad, name it something else and treat it like a new _surface.

    I still have a ways to go with this but, most of it is getting the light just right. I have prefabbed the shit out of this map. The rest of the map is practically going to build itself. Using e1m1 as inspiration and sticking pretty close to the original layout is like paint by numbers.
    Last edited by MadGypsy; 12-29-2015, 01:06 AM.
    http://www.nextgenquake.com

  • #2
    Hey does anyone know how to put a decal on something. I think that's the proper term. For instance, let's say I wanted to put graffiti on a wall but the graffitti was bigger than the wall texture. How do I do that? You know I have googled the shit out of this and can't find any answers so, it would be sweet if someone could give me some answers.
    Last edited by MadGypsy; 12-29-2015, 01:55 AM.
    http://www.nextgenquake.com

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    • #3
      looks really good, are you going to finish the entire map?

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      • #4
        Originally posted by MadGypsy
        Also, no there is no lift there in my map. You drop down and there is no going back.
        Jump down to water under bridge, pickup MegaH,lift to Green Armor @ backdoor? (in CTF it was locked)
        Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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        • #5
          @am I going to finish - yes. It would be silly not to. e1m1 is tiny and I have the large majority of structural stuff prefabbed. I can stack chunks of wall like legos at this point.
          @mindz - naah. I'll do something else there. If someone doesn't get the secret, they aren't getting out of the first room. If someone doesn't do the "you can jump across" part and get the items they won't make it to the second building (they might not even make it to the bridge in my pic). I'm trying to keep you right on the cusp of death for the entire map. There is no easy/hard/Nightmare.... there is gyp1m1.


          right now I am here. Lol, ignore the fish. I just wanted to see what would happen if you didn't put the fish in the water. And that brings me to my next part. Whereas this is pretty much a direct e1m1 remake, the similarities begin and end with the layout. I'm not going through building all this so you can fight like 30 grunts. You are going to have to really fight... all the time. And, no I am not just dumping a bunch of monsters in every room, it will mostly make sense.

          The part in the above pic is just blocked out. I still need to do a lot of brushporn there. But, everything up to where I am standing in the pic is done... everything "behind" me.

          I have come a loooong way with my mapping skills. I'm not patting myself on the back. It's a realization. I stumbled on a thread of mine last night that is like 4 years old which had one of my earliest rooms. It was really sad, pathetic even. Spending years and years making nothing but map parts (arches/gates/columns/windows/artistic walls/etc) has actually paid off. This e1m1 map is breaking my cherry on combining that stuff into a map that has a decent layout. I'm also getting better at lighting. Although, I will admit I still have plenty to learn. I may never be as good as sock but, I think I'm getting close to at least being good at all.
          Last edited by MadGypsy; 12-29-2015, 01:41 PM.
          http://www.nextgenquake.com

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          • #6
            Really soon I'm going to be looking for people to play test some of this for me. I don't want to wait til I'm finished. I want to knock out issues as I go. Stuff like clipping issues, input on my monster/pick up placement etc..

            If you have years of membership here and consider yourself one of my ongoing *associates (or better) you can throw your name in the hat. It has to be like that because I have to trust that you wont share the map around. Basically my play testers spoil it for themselves so everyone else can have a better experience. If it gets shared around, it gets spoiled for everyone and there is no point in me continuing. I just want to get my map into the second building and I'd be willing to give away 3 or 4 copies for input.

            *pretty much if you are in my christmas list you qualify. With the exception that I also forgot planetnine in that list and he qualifies.
            http://www.nextgenquake.com

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            • #7
              I know of decals being textures players can put on a wall, so I don't know what you mean by a graffiti being bigger than the wall.

              Normally, you'd have to make a new texture by editing the one you want, and then put one brush in the middle of a wall/floor with the new texture on it.

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              • #8
                Hey, Zop - thanks for replying. I said graffiti being bigger than the wall texture. For instance, say my texture is 32x32, being repeated across a wall that is much bigger and I wanted to add graffiti to a section (ex) 256x256. My question was basically: How do I add one "graffiti" decal over multiple repetitions of the original wall texture.

                note: I realize I could just make a 1 qu thick brush and spread it over the wall but, this seems shitty. I also realize that I could just import the original texture into an image editor, repeat it x and y as much as needed, paint over it, export it, merge it into a wad, and treat it like a regular texture. This seems like too many steps. I was hoping there was another way. Like maybe... func_wall/detail? with a texture name in one of it's fields. Something like that.

                edit: I guess I could just edit the qc and spin my own "func_decal". I've definitely coded harder things in qc. I think.
                Last edited by MadGypsy; 12-30-2015, 02:12 PM.
                http://www.nextgenquake.com

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                • #9
                  What do you guys think? Is this realistic lighting considering the sources? I'm starting to feel like I'm splitting hairs here. The light on the floor is coming from the lit "server alcoves" on the sides. The ceiling lights don't really reach the floor but illuminate the upper half of the room mostly. Much of the darker parts of the room are actually due to minlight. Without it, most of this room would be very dark. Which in my opinion makes sense since none of these light sources are all that powerful and with the exception of the server alcoves, the lights are few and far between.



                  for contrast here is no minlight. In my opinion this is exactly what this room would look like IRL with those light sources but, it obviously isn't going to work for a game. Some parts of this map are solid black with no minlight.


                  Would you expect it to be darker where I am standing due to that floor lamp being the only light source in this small space? This image was taken before I removed minlight for the image above this one.
                  Last edited by MadGypsy; 12-30-2015, 02:29 PM.
                  http://www.nextgenquake.com

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                  • #10
                    You can place a sprite on a wall using Hipnotic entities.

                    "classname" "wallsprite"
                    description:

                    Places a sprite on a wall. Angles should be opposite of face.

                    keys/values:

                    "model" sprite to place on wall. Default is "progs/s_blood1.spr".


                    From here: The Forge - Hipnotic entities



                    So, are you making this with no additional progs.dat required? If not, I suggest you make this SoA dependant, if anything. Why? Because in reality, it's much more than a mission pack. There's SO much useful modding content/entities in there. The rotating walls and trains alone add so much and break up the monotony of standard Quake.


                    As for the lighting, the darker room looks much more realistic. I always found it stupid when you open up the RTlights editor in ID maps, and you have like a million white lights everywhere floating around, representing no definite source. I don't like that style honestly. Back then, I understand there were memory issues associated with how it was done, and they just couldn't get shadows in there properly, but that's a nonissue now.
                    Last edited by Pringles Man; 12-30-2015, 03:19 PM.
                    Steel Sentinels remake project developer since 2012.

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                    • #11
                      Thank you for replying Pringles Man.

                      @custom progs.dat - it's too early to decide really. I have tossed around the idea of writing some custom code but, I don't have any real reason to yet.

                      @sprite - I'm going to check this out

                      @dark room realism - I fully agree with you but, that is too dark and I don't have anywhere to put more lights. There is going to have to be some form of a trade-off. There are parts so black that you can't even see the monster you are fighting... or anything else for that matter. The top pic (in my below post) is minlight 100 and the bottom is no minlight. Maybe minlight 50 is what I need.

                      @million non-sourced lights - yeah, I'm trying real hard to make NO extra lights. I want my light sources to simply do their job.

                      edit: I tried minlight 50 and there was still a very black feel. I bucked it up to 75 and this is my result. I think this is about as good as it's going to get based on my skill level. I could maybe put a little more delay on the overheads and bring the minlight down a hair but, I don't see it making much of a difference.


                      edit 2: Man I really should read things. Especially when I'm the one that put the info in the entity inspector in the first place. I keep treating delay like a floating point number that can be minutely adjusted. I don't know what I'm thinking. I should be adjusting wait. hurr durr...
                      Last edited by MadGypsy; 12-30-2015, 03:58 PM.
                      http://www.nextgenquake.com

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                      • #12
                        wait : Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.
                        This is completely opposite.

                        wait - 2


                        wait - .2


                        if it's not opposite information then there is something seriously wrong. You would think with a name like "wait" lower values would wait less time/distance but that is not at all what is happening.
                        http://www.nextgenquake.com

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                        • #13
                          alright, I'm not wasting anymore time on this light bullshit. There is light, you can see, it is what it is. I'm going back to doing brushwork. I'm skipping outside for now though. I want to get in the second building. I want to go stack a bunch of prefabs and get a whole lot done really fast, so I can do more than find 1000 ways to end up with basically the same light.

                          WoW! Really?! This is what I have to remake? This looks like complete dogshit, even worse than the first room. Pbbbbbbbt, I'm about to take some serious artistic liberties. This is crap. I'm not even going to add to my current map yet. Imma start a new map and get this steamy pile looking good.... import it into my current map when I'm done. This looks like somebody just lined a box with a bunch of junk brushes to attempt to trick people into thinking there is something going on. You can scratch shooting a monitor to raise the lift. That ain't gonna happen. I think a lot of drug use went into making this game. lol.
                          Last edited by MadGypsy; 12-30-2015, 07:57 PM.
                          http://www.nextgenquake.com

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                          • #14
                            Originally posted by Pringles Man View Post
                            You can place a sprite on a wall using Hipnotic entities.

                            "classname" "wallsprite"
                            description:

                            Places a sprite on a wall. Angles should be opposite of face.

                            keys/values:

                            "model" sprite to place on wall. Default is "progs/s_blood1.spr".


                            From here: The Forge - Hipnotic entities



                            So, are you making this with no additional progs.dat required? If not, I suggest you make this SoA dependant, if anything. Why? Because in reality, it's much more than a mission pack. There's SO much useful modding content/entities in there. The rotating walls and trains alone add so much and break up the monotony of standard Quake.


                            As for the lighting, the darker room looks much more realistic. I always found it stupid when you open up the RTlights editor in ID maps, and you have like a million white lights everywhere floating around, representing no definite source. I don't like that style honestly. Back then, I understand there were memory issues associated with how it was done, and they just couldn't get shadows in there properly, but that's a nonissue now.

                            Wouldn't that break engine compatibility for anything except Darkplaces/FTE? I thought hipnotic was exclusive, I could be misunderstanding easily though.
                            Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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                            • #15
                              Honestly, If I was going to use a qc other than stock Quake. I would make it myself. I don't need rotating doors and all that to remake e1m1. I don't really want to upgrade anything other than the world and it's members. This is more of a mapping project than a custom game. *Really, this isn't even for y'all. I'm sick of making awesom prefabs and lacking the skills to combine them into a playable map. This is the next level. Take my prefabs and remake an already playable map.

                              *All of you can play it but, I'm doing this for me.

                              edit: really, if I could go back in time, I wouldn't be remaking e1m1. There are cooler quake maps that I could remake. Too late though. I'm not scrapping what I have and starting over. I don't remember the name of the map but I like the one where there are a bunch of columns on a sunken floor with zombies inside of them. I believe there is a shambler in that pit too. I also like the map in the demo with all the zombies in the water hanging out by a gold key and I think a ring of invisibility is around there somewhere.
                              Last edited by MadGypsy; 12-30-2015, 08:58 PM.
                              http://www.nextgenquake.com

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