PPS.
Nobody wants to see the same doorway 10 times in 10 different levels.
Then maybe stop using the same doorway textures as every single AD map does.
#39 posted by mankrip on 2018/06/20 19:03:07
The only thing I'm against is having some kind of "repository" of prefabs
Sure, Mr. Brushwork Apartheid. Whatever you say.
This Shit Ain't Hard
#40 posted by to edgy to log in on 2018/06/20 19:12:42
By definition, a prefab is something that is made once and then copied and pasted potentially multiple times.
Why would you need to rely on other mappers to make those? Is making your own crate and arch prefabs beyond you? If so, good luck drawing the rest of the fucking owl.
Fight!
#41 posted by a friend on 2018/06/20 19:37:22
Resist the prefabs at all costs, because it doesn't just end with a simple "repository". The mankrip is devising a path for his machine maps as we speak. Hopefuly this warning is not too late
#33
Prefabs repositories existed years ago as you may note elsewhere in this thread ... nothing bad happened.
and
Nobody wants to see the same doorway 10 times in 10 different levels.
Have you ever played a base map?
and
anonymous posts are
"fucking lazy and the idea deserves to be ridiculed."
@Spiney
#44 posted by anon poster child on 2018/06/20 20:01:49
Dumptruck again with the u-turn and betrayal. I was willing to die for you man.
On a serious note. Zzzzz
#45 posted by muk on 2018/06/20 20:09:40
keep it up TF. Putting effort in where it really matters.
Yeah
Nuance is lost on some people I guess.
Saving Time Is Always Important
#47 posted by Qmaster on 2018/06/20 23:55:06
Nuff said. Focus on making your map dream come true.
Agreed
Go Map!
A Prefab Repo Is Perfectly Reasonable In My Opinion
#49 posted by too lazy to log in on 2018/06/21 00:44:24
I don't see what the problem is. Some people don't have much patience for minute texturing/brushwork and would rather concentrate on creating nice spaces. A few of the jams came with jams (I made a few for jam2, for example, which some people used). I always make a prefab database before starting a map because they allow me to quickly iterate spaces and see how they flow.
Besides, a prefab repo with specific objects (such as end portals like in the E3 maps) can come in handy in unifying design codes.
*came With Prefabs
#50 posted by anonymous user on 2018/06/21 00:44:46
Butter fingers
2D Quake Tile Editor?
#51 posted by Baker on 2018/06/22 20:27:46
Is there anyone interested in making prefabs?
I've seen some different attempts at a tile based Quake map editor, but no one can pull it off because the details tend to dive deep into the murky depths of Quake specifications for several different file formats.
I wrote out a process that can take a prefab .map file, convert it to tile overhead images, determine how many tiles it needs based on tile size (i.e. 64 x 64 quake units, 128 x 128, ..).
It would require some effort to assemble the full process to a complete graphical user interface process, but it might be worth it.
And then there is the issue how to connect a teleporter to a teleporter destination, and how exactly to light such maps so the environment looks nice.
(Also: Hard to tell if maps made in such a way would be any good?)
Not Sure If You Saw This In Action
I'm Interested
#53 posted by Qmaster on 2018/06/23 00:08:39
2d Quake Tile Editor
#54 posted by Kinn on 2018/06/23 14:24:09
(Also: Hard to tell if maps made in such a way would be any good?)
It would almost certainly result in pure unfiltered arse if you are trying to make maps for regular FPS quakery.
HOWEVER, if you made maps for a top-down mod such as this:
https://youtu.be/IWF_cvh54Rg
(I hope coburn doesn't mind me posting that)
...then you might be onto something.
#55 posted by mankrip on 2018/06/23 22:40:22
I bet that id themselves would've used prefabs if they had it at the time.
Quake's ammo boxes sucks because they're always pseudo-fullbright. And I don't consider this to be a deliberate "feature", because otherwise they'd have made the rotating items fullbright too.
Some of the ammo boxes even have fullbright-colored texels, such as the red dots in the big nail/shells box, and all the bright leds in the health boxes. They were obviously intended to match the lighting of the levels.
I guess id made all those boxes into external BSP models because their editor didn't support prefabs, and manually modelling and texturing every item/explosive box dozens of times on every map would be ridiculous.
#56 posted by mankrip on 2018/06/23 22:53:44
Is there anyone interested in making prefabs?
I can do some if there's demand, but first I'd have to know which kinds of prefabs people would use. I've already released a WAD full of masked "fence" textures that nobody ever tried to use.
tile based Quake map
That's the next logical step. Sets of prefabs that could be used to assemble multi-part objects, such as ladders and rails (detailed rails, comprised of more than a couple rectangular brushes).
Support for tileable prefabs (or even tileable entities/brushgroups of any kind) in the map editors would be wonderful.
Another even more advanced step would be multi-entity prefabs, for mechanisms with complex animations, and a BSP animation editor. But that's beyond vanilla Quake.
@55
#57 posted by Spud on 2018/06/24 01:45:53
I guess id made all those boxes into external BSP models because their editor didn't support prefabs, and manually modelling and texturing every item/explosive box dozens of times on every map would be ridiculous.
Apparently it's just because it was faster to use external maps-as-brush-models and there were some issues texturing all six sides of a box using their model format (which makes sense given they didn't really have proper UV maps of their models, just straight-on texture projection). At least according to Romero:
We made those bsp because the engine draws that type quickly and all sides can be textured. Mdl format had some limitations.
#58 posted by Kinn on 2018/06/24 01:51:00
Comparing pickup items to prefabbed architectural features is...not really one of the strongest argument winners to be honest.
@baker
#59 posted by Therektafire on 2018/06/24 02:11:42
"Is there anyone interested in making prefabs"
Me obviously :D After I posted this I felt kinda bad about asking so I made a brush model of an excavator that I would be willing to let people use, which I showed off a little on the Trenchbroom discord. Though I would prefer to release it as part of a whole pack rather than just by itself
#57
#60 posted by mankrip on 2018/06/24 03:09:49
Oh, that's true. Their modeling tools sucked back then. However, the MDL file format itself does allow proper texturing, as seen in Skiffy's shambler.
The quick drawing Romero talked about is the zero overdraw nature of Quake's BSP renderer.
Maybe the fullbright LEDs painted in some item textures were intended for use in the MDL format, before they switched all boxes to BSP.
Tile Mapping
#61 posted by Preach on 2018/06/24 10:06:29
I wrote a mod 12 or so years ago, for QExpo 2006, which used "tiles" to make a random map layout:
https://web.archive.org/web/20070812135352/http://qexpo.quakedev.com:80/booth.php?id=32&page=113
One of the example maps was for an imagined top-down Space Hulk style game, with dimly lit corridors. There was also a 3D cave system that was more suited for FPS navigation, and a few other experiments.
The way the mod operates is that you create a map which contains instances of all the tiles you want to use. Each time you start the map, it generates a new level from the tiles. If you like a particular layout, you can make a save file to preserve it.
One thing that's important is you need an engine that supports collision on rotated BSP entities - I think at the time darkplaces was a suitable choice so I'd recommend trying it out in that first.
#62 posted by Therektafire on 2018/06/24 10:38:58
In the topic of tile based map editors dumptruck_ds posted a copy of Phase 2 on the Trenchbroom discord a week or so ago, it looks like a really old text based tile based map editor, I haven't used it yet but looking at the readme and the map format it seems kind of limited, like it would be a major hassle to make anything more than wolfenstein 3d homages lol
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