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Thanks 
No imminent release date I'm afraid :}

gotta wait, anyway 
@Kinn 
I suppose it depends on if your project is a cow or a woman.

Either way, finish someday. 
#30297 
Spam. 
Is There A Tan/desert Version Of Ikwhite (Avanipaala) Or Ikblue Wad? 
 
I Remember 
seeing some screenshots of a cream colour like map, but donĀ“t remember if it was coloured lighting or not or if it was released.

It the colour is more subtle you could go just with coloured lighting. The effect is good, just check the exterior of my jam 2 map. 
Ya, Ikwhite Plus Coloured Might Be The Best Bet..... 
Or I'll tan-ify it and make an iktan.wad for those desert persian arabic palaces. 
 
eventually IKBlue will be converted to all colors in the quake palette. IKPurple, IKGrey, IKFullbrightRow... 
Hexen2 Engine Supports 
up to two progs.dat files simultaneously, is it possible to modify Q engine to make it support a multiple progs.dat files

progs.dat
progs2.dat
progs3.dat etc 
IK Colours 
How hard is to make an IK red? And more importantly, how hard is to make the same change in all the textures so they stay coherent? I always wanted to learn to make textures and this seems like it could be an easy thing to try, but would like to know in advance. 
#30303 
hexen2's maplist.txt file gives a mapname->datname lookup. This particular mechanism sucks on account of conflicts over which version of the maplist.txt file to use (as FTE can run hexen2, it also supports this feature with quake, but don't expect any other quake engine to also support it).

Its more normal for engines to have some cvar to control which .dat to use, typically named sv_progs if it exists, but could have some other name.
This also sucks. A series of maps that need a specific .dat will need the qc to figure out which one is meant to be used and thereby switch accordingly using map restarts or some other ugly mechanism.
It would be better if the engine were to figure it out based on some worldspawn field, but then which one takes precidence - the field or the cvar?

but seriously, why exactly do you want multiple dats? are you having issues with the max_regs limit of 65536? its worth noting that once hexen2's hcc compiler started optimising things properly, they ditched the whole progs2 thing with their mission pack, for good reason.

If you're after mutators/addons or some such, then FTE does support those, but the vanilla gamecode has conditionals for things in unrelated areas - for instance making a new monster is far more messy than it should be if only due to ClientObiturary using hardcoded strings for when said 'non-existant' monster kills you. I'm sure you can see the problem. You can add in all sorts of hacks to wrap functions etc, but frankly its not really worth it.

Note that fteqcc's #merge feature allows wrapping an existing mod in a similar way, and without needing any engine changes. This gives a way to still quickly adapt many mods and to do so in a slightly more robust way (as your users won't inadvertantly end up trying to apply your mutator to eg quakerally). 
I See 
Thank you for reply,

</>but seriously, why exactly do you want multiple dats?

well, nothing special, just wondering 
 
Multiple .DATs are useful when some maps are designed for a completely different kind of functionality. For example, a map could be used as a character selection screen, another map could be an overworld map for Donkey Kong Country style level selection, and so on. Keeping each functionality in a different codebase makes the code cleaner, and makes it easier to have different coders working on each one. 
@mankrip 
<1940's style radio news voice>

"Mankrip, fighting snark with thoughtful solutions one post at a time." 
Hexen 2 Is Most Advanced We Need All Hexen 2 Feature ! 
 
 
:( I still haven't beaten Hexen II, even 19 years after buying it. 
@Cocerello - Textures 
Cocerello making textures for Quake is not technically difficult at all, you just have to have an eye for it.

Doing a hue or saturation change to an existing set (ie. the IK set) is not hard, but whether or not it looks good is a different question.

All you need to make or modify textures is TexMex and a good photo editor that can work with palettes. You must download the Quake palette (just search it its hosted everywhere...) And I suggest you also create a palette file minus the last 32 fullbright colours.

Use Texmex to obtain textures from a map, or import your new textures into a wad. Starting with other textures is good for beginners.

You will need to load the texture into a photo editor, convert it to RGB based image before making hue and saturation changes. Then reapply the indexed palette when finished. Applying the Quake palette can have devastating effects on your image and you need to be prepared to hand paint pixels that don't look good. Never just drop an image into Texmex, this is a poor approach that leads to ugly textures.
Quake doesn't have any actual red in the palette, just crimsons and browns. One of the true reds is a fullbright, and Texmex sometimes confuses your red with this color, so you need to be careful when importing into Texmex.

I spend a lot of time with some textures especially working with red. When I make a texture and hand paint from scratch it can take weeks. These 'red' banners took me three weeks to get right and they are mostly violet and pink. Some of the other textures you see here are hue/saturation changes I made in only a few minutes:
https://i.imgur.com/Z73qEOP.png

I use mtPaint which is free software to create pixel art.

Take your time and have fun. 
 
Making actually good textures is hard. Finding out the best dithering mode and gamma curve, along other factors, makes a huge difference in many cases. Afterwards, you may often find yourself layering different pixels from multiple diverse approaches to get the best results, while also manually retouching some pixels that gets bad colors in all cases.

But there are lots of poorly edited textures in Quake and in many custom maps anyway, so people got used to cheap approaches and don't know any better. In some original Quake textures we can even find leftover pixels from different texture variations, caused by poor cropping. 
Thank You, Redfield 
My main concern was with homogeneity in the methods used so the textures would still be similar to the originals while using the same colours as the others in the pack and not resort to manually editing with this case with Ik. How good it will look, i know i will need experience for that.
Ik textures are very good because they are one of the best on how hard is to spot the tiling and it seemed that making a new ik would be useful and easy to get the hang of it. As mankrip says there is many texture packs with issues even amongst some of the most popular ones but Ikblue seems to not be amongst them and i like to use it for that, as it fits my speedmaps.

What caught my attention the most is that i thought that working in RGB was only for new textures and when modifying existing Quake textures was better to work in Quake palette to avoid the problems from converting back into Quake, which can be obnoxious.

The shot looks good by the way, but it is taking me some effort to believe that it is from Quake sometimes. Looks too similar but not. 
TexMex???? 
Does it have awesome noise sampling? Does it have recolor? Does it have reduce colors? Does it let you mipmap? Can you view the texture tiled?

And biggest of all...does it have directional noise (like for instant wood grain and such)?

If your Quake texture editor sucks...look no further than the best. Use Wally! 
Wally???? 
Do you like having a 20yr old editor that crashes all the time? Do you like having an editor that doesn't knkw if it is meant for textures or pak files? Do you like having a program that forgets what pallet it was using? Do you want a program that never gets updated?

Look no further than Wally! 
But 
Texmex is a wad manager, not a texture editor. 
Oh. Then That Wpuld Be Why I Only Use Wally 
 
 
TexMex has no gamma correction on its color quantization algorithm. Due to this, it can preserve some image details that gets lost when using better editors to convert truecolor images to the Quake palette. The colors are less faithful, but some details ends up better than in the gamma-correct quantization employed by professional image editors such as The GIMP.

Sometimes, I combine both TexMex quantization and GIMP's gamma-correct quantization to get the best possible results. 
 
Texmex is only for getting the textures into and out of your WAD for game use.

You should really be using an actual editor like photoshop. I use mtPaint cause reasons. 
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