 Urdl
#12298 posted by megaman on 2007/06/28 13:31:21
NICE, that almost makes quake look like doom3 (ie. dark)
 Wow Great Work Rudl.
#12299 posted by gibbie on 2007/06/28 16:18:09
cant see anything. someone should make a tutorial on how to make proper screenshots, seems like some people around here need it...
 Hm
#12300 posted by Lunaran on 2007/06/28 20:52:02
Iberian women in my family have no boobs, no butts and look like skinny twelve year old boys
so I should start checking out iberian women then?
 Gibbie...
#12301 posted by Shambler on 2007/06/28 21:50:29
Sure thing.
1. Take screenshot in game.
2. Load screenshot in a graphics program.
3. Crop, resize and sharpen as needed.
4. Adjust brightness, contrast and hue so it looks as visible as it does in game.
5. The end.
 Rudl:
#12302 posted by metlslime on 2007/06/28 23:02:34
If you make e4m1 use medieval textures, you should also edit some of the geometry so that the doors and light fixtures are medieval-styled.
I'd also recommend editing the "floodgates" to be old style bars/grates. And some of the support beams look kind of techy, so they might need different geometry style. Also that floor texture is not medieval, so I'd find something else.
 Nah,
#12303 posted by HeadThump on 2007/06/28 23:19:56
I was visiting in New Orleans (actualy further down in New Iberia) a few weeks ago, they tend to
be a bit homely like this Iberian lady:
http://www.imdb.com/name/nm0004851/
#12304 posted by inertia on 2007/06/29 00:39:48
who are the non-homely women, headthump?
 Penelope
#12305 posted by HeadThump on 2007/06/29 04:22:15
makes up for her visual deficiencies by being elegant and demure in motion.
 Metslime Shambler
#12306 posted by rudl on 2007/06/29 09:28:07
As I said I was bored yesterday
and tried to do just a bit of texture-replacement
(Yes it is almost impossible to make a medival map out of e4m1 without geometry-adjustment)
I would not adjust gamma/contrast in an external program, because it may look a bit unnatural.
Ingame is better.
 Rudl:
#12307 posted by metlslime on 2007/06/29 09:40:25
You can mimic quake's gamma easily.
In paint shop pro, it is actually a "Gamma" option. (Ctrl-G in some versions, I think.)
In photoshop, adjust "Levels" (Ctrl-L) and edit the middle of the three numbers (the one that starts with a value if 1.00) You will have to invert the number you use in quake (for example, in quake I use 0.75, so in photoshop I use 1.30)
 Better
#12308 posted by rudl on 2007/06/29 11:04:08
#12309 posted by Trinca on 2007/06/29 12:44:30
man go map... dont kill the original maps!
 Kill?
#12310 posted by golden_boy on 2007/06/29 21:50:25
Well it COULD use a little care.
http://img291.imageshack.us/img291/2559/e4m11fk0.jpg
Let's not talk about those lamps.
I have a whole album of pictures like this. Trust me Trinca, you don't want to see the _really_ bad ones.
Those maps could look much, much better even while keeping to the original themes.
#12311 posted by Trinca on 2007/06/29 23:45:09
i now golden_boy one of then is on start of e1m2... the crates textures all fuckedup
 Trinca:
#12312 posted by gboy on 2007/06/30 01:42:34
http://img509.imageshack.us/img509/8751/e1m21am0.jpg
http://img511.imageshack.us/img511/2371/e1m3al8.jpg
http://img519.imageshack.us/img519/6153/e1m5bc9.jpg
Those, like e4m1 above, are all Tim Willits' maps I think. However, John Romero messed up just as much. I don't show that because it hurts the eyes. :-)
#12313 posted by Trinca on 2007/06/30 01:45:47
:) ye they should beta test Quake more time... those who beta test were real noobs :p they should hired neg|ke to beta test he is great on that ;)
 Before Being Overly Critical
#12314 posted by HeadThump on 2007/06/30 02:05:41
of Tim, John, America and waz his name, you might
want to give the tools they had to use a try. With GTkRadiant 1.5, you can make any shape you can imagine and align with a great deal of precision (though this can get borked in the bsp compiler pretty easily) but I doubt if the first generation of the tool was nearly as versitile.
 Woops, 'can' Not 'ca'
#12315 posted by HeadThump on 2007/06/30 02:06:53
 Did Yah Ever...
#12316 posted by madfox on 2007/06/30 02:57:55
plotted months to get a convincing shape of an illusionary trashold on which you can merely drift away, consuming there were irrational creatures who spawned the hell out of you...
untill someone told you the keyhold wasn't queer?
 You Are Probably Trying Too Hard
#12317 posted by HeadThump on 2007/06/30 04:05:25
if it took you a span of months. For more difficult shapes, try using 2x4 strips consecutively, and when they form a coherent shape along one dimension, clip them evenly along the adjacent dimension and merge the strips together. Then you can work on getting the other two dimensions looking correct :)
As for the spawny things, lithium can be a
beneficial agent to correct that problem.
 ?
#12318 posted by golden_boy on 2007/06/30 04:20:06
I didn't mean to be overly critical, but it's a fact that the maps have those issues (and that it's possible to fix them.)
Don't kill the messenger.
 Heyy, That's Alright
#12319 posted by HeadThump on 2007/06/30 04:31:22
I was just pointing out, 'on the other hand, we are not stuck with their shitty tools . . .'. Not pointing fingers, it just helps to put things in context. It occurred to me that the mapper in your brick cut off example may have even tried putting a wooden beam for a rail there and found there was no way to align correctly with the editor he had. It looks like it falls short of 45 degrees there.
 Reading
#12320 posted by HeadThump on 2007/06/30 04:35:46
the bottom plane right to left underneath the line so not to confuse the matter.
 Misaligned Textures And Poor Architecture
#12321 posted by negke on 2007/06/30 11:57:16
can be found in heaps in every single id map.
Fixing them all would be quite unrewarding, or rather: If you were to align all textures, you could also fix the bad brushwork. If you fixed the brushwork, you could also add some more details, like trims and slopes. If you added details, you could also expand the maps further... And thus we'd have QuakeRMX. :)
 Well
#12322 posted by golden_boy on 2007/06/30 20:27:20
In the brick cut off example, it's a 30 degree angle. I agree that it would have been practical to put a rail on it, but perhaps the tools could not do that.
They could have easily used a different texture for that sloped wall though.
Realigning the textures practically requires messing with the underlying brushes, in some cases a lot, so you're already doing brushwork and to an extent, details. For example I'd delete those pasted-on lamps in the e4m1 shot and use texture blending to put them directly in the wall. I'd also visually break up the walls (in a base map, not in e1m3.)
I'd add small light fixtures/torches so most of the lighting would be sourced, unlike in the e1m3 shot above. For example, where does the spot on the GL come from, and why is the corridor lit when it has no light sources? It should be much more gloomy.
You'd want to build some monster closets etc. and include more and tougher monsters. It's a matter of taste if you use any custom monsters (drole in e1m3?...)
Expanding the maps is likewise a matter of taste. Personally I'd prefer something very close to the originals' layout (using the GPL source in fact) and just expand on the secrets like e1m1rmx does.
What Rudl does is theme-wise more extreme than what I have in mind, although I like that he doesn't treat the map as a holy cow.
|