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MapJam 8 - Film Noir
Cool jazz slides it's way into your eardrums, your companion draws in her cigarette, letting the smoke curl out slowly from her mouth. You take a sip of your vermouth and realise that it's time to get your black and white on.

This jam oozes sexiness and grittiness.

The rules are, greyscale only (fullbright color highlights are allowed). Being that making textures may be required, the deadline is Saturday October 8th.

The maps should be designed for or compatible with ARCANE DIMENSIONS https://www.quaddicted.com/reviews/ad_v1_42final.html so get with that shizzle yo.

For your consumption:

A small album with some theme images:

http://imgur.com/a/zstwH

Some musics to get you in the mood:
https://www.youtube.com/watch?v=kbrhuUFjCII
https://www.youtube.com/watch?v=6Zl5vpy__dQ

Have fun mapping!
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Scifi/Horror Noir Something 
https://drive.google.com/file/d/0BwxYkKdSD855WVV5eXJReWM2MzQ/view?usp=sharing

Hopefully I will have enough time to work with lights, before deadline. 
 
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

Options:
-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:

https://drive.google.com/file/d/0BwxYkKdSD855dkhBNlp1QnlqcjA/view

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. 
Newhouse 
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? 
Also 
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? 
Palette 
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 
Oh well.

http://www.quaketastic.com/files/jam8_ionousB.jpg

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.

https://drive.google.com/file/d/0BwxYkKdSD855OU96R1J0eHdBaWM/view?usp=sharing 
 
I'm thinking about trying stuff out for this, but since I'm starting now I highly doubt it'll be either good or ready in time. Question, though. Do I need to use desaturated textures if we've all agreed to the palette? I think using the originals seems to preserve some more detail in greyscale via palette than a direct recolour. 
Yo Pritchard 
If you just use the palette then yes, the game will render mostly in B&W and use vanilla indexed textures you will be fine.

As soon as you deviate away from the vanilla textures you will probably need to desaturate them using the palette I provided. 
 
Well, so far all the textures I've used have been fine with just the palette (Kingpin ones, the originals) but i'll keep an eye out for any issues. It's not like it's hard to swap them out when building the final map anyway, it's just more pleasant to work with a bit of colour for my poor, tired eyes. 
Scale 
What have you people been doing about the scale of the kingpin textures (if you're using them)? They're totally out of proportion for Quake, a door handle is at head height most of the time. Do you just ignore it? That's all I can think to do, seeing as scaling them to half size would make things unusable. (The doors may be too tall, but they're not too wide... in fact, they could almost be too narrow :s 
 
yeah, I'm just ignoring it. It's quakeguy's fault for being a dwarf anyway. 
Pritchard 
In Trenchbroom you can specify different scale values for x and y axis.
On narrowness: are you sure these textures are not for double doors? 
Woopsie! That Was Me Above. 
 
 
In the kingpin textures the double door textures are pretty obvious, since they're both doors on one texture vs. a single door. The door i'm using at the moment has dimensions of 64x128, which makes it a LOT taller than it is wide. Double doors are nicer for being wide, but they don't really suit my purposes.

64px width isn't... too bad. Quake movement isn't a big fan of it, but you fit through alright and so do small monsters. 
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