What are you working on?
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Re: What are you working on?
Clamping shaders work for me.
by the way
darkplaces iirc only supports up to 2 stages
by the way
darkplaces iirc only supports up to 2 stages
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: What are you working on?
leileilol wrote:by the way
darkplaces iirc only supports up to 2 stages
Yep
- Code: Select all
#define Q3SHADER_MAXLAYERS 2 // FIXME support more than that (currently only two are used, so why keep more in RAM?)
- andrewj
- Posts: 133
- Joined: Mon Aug 30, 2010 3:29 pm
- Location: Australia
Re: What are you working on?
That's most likely inherited from the original Q3A. One problem I can see right now with supporting more than 2 layers is that it can lead to visual differences - as a 2 + 1 multipass blend will clamp the result of the two, whereas 3 layers won't.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
- Joined: Sat Jan 12, 2008 1:38 am
Re: What are you working on?
I've been doing some mapping for my mod:

(Ignore the precache errors please...)



Note: the map is using basic Quake 1 BSP, unchanged palette. All the textures are made from scratch.

(Ignore the precache errors please...)



Note: the map is using basic Quake 1 BSP, unchanged palette. All the textures are made from scratch.
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Shpuld - Posts: 92
- Joined: Sat Feb 13, 2010 1:48 pm
Re: What are you working on?
Nice but flat flat flat! Add some varying floor levels and it will instantly go to new heights (ha!).
Something Half-Life ish? Sweet!
Something Half-Life ish? Sweet!
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Re: What are you working on?
I did make one map before this (left it untextured) that had 2 levels, the Quake's default AI navigation had some problems with it. I ended up scrapping that. Gameplay > Visuals/aesthetics.
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Shpuld - Posts: 92
- Joined: Sat Feb 13, 2010 1:48 pm
Re: What are you working on?
Can't you simply use ramps and have the floor levels vary just slightly (like in Doom)? Can't imagine the AI has problems with going up a ramp.
Anyway, nice start. The floor tiles are maybe too thick. I look forward to more shots once there are some details. Remember to put a focal point in each main area (crane, bridge, generator, helicopter, etc) so players can easily tell them apart. Basically each area should have something unique to it.
Also perhaps put some dedicated choke points in for gameplay.
Looks good, textures seem to work fine. Remember functional lighting.
http://www.worldofleveldesign.com/categ ... enssen.php
There is a package with free mapmodels here - perhaps useful for decoration if your mod can use mapmodels (misc_model or similar).
http://www.md2.sitters-electronics.nl/
Anyway, nice start. The floor tiles are maybe too thick. I look forward to more shots once there are some details. Remember to put a focal point in each main area (crane, bridge, generator, helicopter, etc) so players can easily tell them apart. Basically each area should have something unique to it.
Also perhaps put some dedicated choke points in for gameplay.
Looks good, textures seem to work fine. Remember functional lighting.
http://www.worldofleveldesign.com/categ ... enssen.php
There is a package with free mapmodels here - perhaps useful for decoration if your mod can use mapmodels (misc_model or similar).
http://www.md2.sitters-electronics.nl/
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
goldenboy wrote:There is a package with free mapmodels here - perhaps useful for decoration if your mod can use mapmodels (misc_model or similar).
http://www.md2.sitters-electronics.nl/
Pretty sure that those include unlicensed copyrighted models, leileilol posted about that somewhere some while ago.
Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
- Spirit
- Posts: 1031
- Joined: Sat Nov 20, 2004 9:00 pm
Re: What are you working on?
Shpuld wrote:Note: the map is using basic Quake 1 BSP, unchanged palette. All the textures are made from scratch.
It looks lovable, reminds me of N64 GoldenEye.
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mankrip - Posts: 915
- Joined: Fri Jul 04, 2008 3:02 am
Re: What are you working on?
goldenboy wrote:Can't you simply use ramps and have the floor levels vary just slightly (like in Doom)? Can't imagine the AI has problems with going up a ramp.
That I can do, but the current map is really small and already almost done.
goldenboy wrote:Anyway, nice start. The floor tiles are maybe too thick. I look forward to more shots once there are some details. Remember to put a focal point in each main area (crane, bridge, generator, helicopter, etc) so players can easily tell them apart. Basically each area should have something unique to it.
Also perhaps put some dedicated choke points in for gameplay.
Thanks for the tips! Bear in mind though that these maps have to have DM like layout, as the mod is wave based survival. Monsters spawn everywhere (but never in the view of the player!) so planning choke points can be hard, and very easy to avoid them as a player.
goldenboy wrote:Looks good, textures seem to work fine. Remember functional lighting.
http://www.worldofleveldesign.com/categ ... enssen.php
Thanks for that link, I read something about Quake lighting design in your blog earlier.
I really love it when I get good feedback, thanks everybody!
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Shpuld - Posts: 92
- Joined: Sat Feb 13, 2010 1:48 pm
Re: What are you working on?
It looks quite nice, Shpuld. Is this going to be for "regular" Quake1, or PSP?
Frankly, I don't mind the flat look of it as this point of development. I'm all for trying to get a mod out the door relatively early (maybe just a couple of "demo" levels?), and then you can spend some time polishing things up for a later version. I prefer that to spending too much time on it, becoming bored/frustrated and never finishing/releasing it
Frankly, I don't mind the flat look of it as this point of development. I'm all for trying to get a mod out the door relatively early (maybe just a couple of "demo" levels?), and then you can spend some time polishing things up for a later version. I prefer that to spending too much time on it, becoming bored/frustrated and never finishing/releasing it
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CocoT - Posts: 695
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Re: What are you working on?
goldenboy wrote:Re: Map too dark or not: I wrote something about lighting in Quake 1 as a response to this. It got too long though, so I posted it at my blog instead. It is here:
http://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/
Spent some longer time reading this, I reached a point of contention, not with what you're saying as such, but with my own struggle with what I want story and atmosphere wise and what fits in with game design common sense. Principally this:
You want to use light to guide the player. This means that your main route should be relatively well lit, especially important doorways etc. This is again because it is for a game where the player needs to be able to see – that’s a fundamental requirement.
Your back alleys and side areas that are optional to explore can be darker.
Mainly that I want certain important areas; areas that the player has to go to, areas that the story dictates they go to - to be be foreboding and dark; really not somewhere they would chose to go into. So that when they do, not only have they had to take the path less obvious, but that in doing so tension levels are raised. But I realise that that is somewhat at odds with solid game design - I actually want the 'path' such as one will be in my map/mod, to be 'signposted' by darkness.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
When =peg= (a veteran player) playtested one of my maps a while back, a reoccurring complaint was "I can't see anything". This in spite of the map not being really dark, or so I thought.
Requiring players to go where the darkness is, instead of where the light is, might seem to make sense conceptually. On the other hand, I'd wager that people's instinct is to go towards the light, which is where the rule of thumb probably comes from.
Try it like you said. Then see what playtesters say.
Requiring players to go where the darkness is, instead of where the light is, might seem to make sense conceptually. On the other hand, I'd wager that people's instinct is to go towards the light, which is where the rule of thumb probably comes from.
Try it like you said. Then see what playtesters say.
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goldenboy - Posts: 924
- Joined: Fri Sep 05, 2008 11:04 pm
- Location: Kiel
Re: What are you working on?
CocoT wrote:It looks quite nice, Shpuld. Is this going to be for "regular" Quake1, or PSP?
Frankly, I don't mind the flat look of it as this point of development. I'm all for trying to get a mod out the door relatively early (maybe just a couple of "demo" levels?), and then you can spend some time polishing things up for a later version. I prefer that to spending too much time on it, becoming bored/frustrated and never finishing/releasing it
Actually, the mod was originally meant for a competition, Pandora Rebirth competition, for the OpenPandora console / UMPC. I tried keeping it fully portable (ie. no engine mods), but had to make minor changes. I'm planning to release Windows, Pandora and PSP versions in the end of this month (which is the competition deadline.)
I agree about pushing mods out quickly. This mod was supposed to be quick and dirty, which it still is on some standards (about 2.5 months in development, by me alone).
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Shpuld - Posts: 92
- Joined: Sat Feb 13, 2010 1:48 pm
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