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My Custom Map


Re: My Custom Map

Postby randall » May 8, 2001 @ 3:13pm

I have been using WinQuake for map development.  Seeing Chucks beautiful screenshots with glQuake made me give it a try with the Voodoo3.<br><br>r_drawflat doesn't work with glQuake. I'll see if there is a comparable commmand for the openGL version of Quake.<br><br>r_drawflat is a MUST-HAVE development command for mappers.<br><br>Until then, I would suggest using WinQuake for debugging maps.
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Re: My Custom Map

Postby 999 » May 8, 2001 @ 3:22pm

GL-Quake was more of a *patch* than anything else. IMHO, you'd get better results testing in quake or winquake than GL. <br><br>For screenshot purposes, GL looks pimp.<br><br>BTW- If you sent me your map, I have yet to recieve it. I haven't checked my 999@pocketmatrix.com email in almost a year :o I'm not sure if Chris setup my account yet ;)<br><br>Anyhow, if you'd still like to shoot it my way, you can always reach me at hikaru999@socal.rr.nospam.com (y'know the drill, just remove the nospam (socal.rr.com)).<br><br>
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Re: My Custom Map

Postby Diego Cueva » May 8, 2001 @ 3:32pm

Oh, finally someone replied to this thread. It almost got to the 2nd page of the PQ forums... :)<br>Last modification: Diego Cueva - 05/08/01 at 12:32:04
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Re: My Custom Map

Postby randall » May 8, 2001 @ 3:37pm

I sent it to 999@pocketmatrix.com<br><br>What kind of email address is THAT? (hikaru999@socal.rr.nospam.com ) I don't know that drill at all.<br><br>So I guess you never recieved the beta test for DMMuseum about a month ago. :)<br><br>Last modification: randall - 05/08/01 at 12:37:09
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Re: My Custom Map

Postby 999 » May 8, 2001 @ 3:39pm

Randall:<br><br>I've seen lots of ppl on brighthand post the email@nospam.yadda.com. I reckon adding the "nospam" will counter any scripts that people use to milk email addys from messageboards. Their scripts are to lame to remove the nospam from the address, thus I don't get any unwanted junkmail (to my personal email account).<br><br>Sooo, just remove the nospam from my address, so the end is just @socal.rr.com, capice? ;)<br><br>You sent me a beta of DMMuseum????  :\ Newp, didn't get that one either. I reckon I should try and check this pocketmatrix email account, or change my signature.<br><br>
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Re: My Custom Map

Postby randall » May 8, 2001 @ 3:47pm

In all my years on the internet I have never come across a "nospam" addy.<br><br>Anyway, I sent it to you.
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Re: My Custom Map

Postby Moose or Chuck » May 8, 2001 @ 6:43pm

where can i find winquake?? does it look as good as GlQuake?
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Re: My Custom Map

Postby randall » May 8, 2001 @ 6:49pm

glQuake is WAY better. WinQuake can be downloaded at the idsoftware.com site. But it seems if you have glQuake that you should also have WinQuake.
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Re: My Custom Map

Postby Moose or Chuck » May 8, 2001 @ 7:10pm

well i don't :) i'll get that later, that could help a lot on fixing polys on my levels.
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Re: My Custom Map

Postby Diego Cueva » May 13, 2001 @ 6:26pm

Ok, news, I´n working on a new map called MaxSUB , but I'm not going to tell how it is yet. ;) It's a secret...(learned that with game developers too, randall) Anyway, I need help with sky textures. My problem is that I need to make a big sky simulating a horizon and water simulating the ocean. Now, if I make a box with sky textures the result isn't very good in the vertical parts of the box... Any ideas?<br><br>Thanks,<br>Diego Cueva<br>Last modification: Diego Cueva - 05/13/01 at 15:26:43
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Re: My Custom Map

Postby Moose or Chuck » May 13, 2001 @ 6:39pm

i'd recommend using a normal sky texture and then for the sides, either making a 'sun setting horizon' or instead use a good concrete texture and make it look as if its in like a dry dock or somethin u know with a fence all the way around like this<br><br><br>[pre]<br>this is the walls<br>________________<br>|     sky here  |<br>|               |<br>|_______________|<br>|   wall here   |<br>|_______________|<br><br>[/pre]
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Re: My Custom Map

Postby randall » May 13, 2001 @ 6:42pm

Quake doesn't support skyboxes like that- but I figured out a way of sort of faking it.<br><br>You have to use specific colors in Quakes palette that remain fullbright, even in complete darkness. For an example of how those colors work, look at the control panel in Kustok (the final, not the beta). The lights remain constantly lit.<br><br>I took the fullbright BLUE and added it to the sky and treeline texture also. It looks seamless in PocketQuake and WinQuake.<br><br>glQuake is a little different- because of the way it renders there is still a visible seam that I can't get rid of. It is an annoying detail, but looks better than the original texture I had in the beta.
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Re: My Custom Map

Postby Moose or Chuck » May 13, 2001 @ 6:45pm

or make the wall a specific distance wide either 4-6 64x64 blocks or some 128x128 blocks then make a texture for each block, if you did that the background wouuld look really good, but u'd have to make sure they never got to close to it or u know it'd be like the truman show :)
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Re: My Custom Map

Postby Diego Cueva » May 13, 2001 @ 6:52pm

Ok, the sky box isn´t that ugly, but I will look for your ideas... MaxSUB is basically a DM map. Will an elevator slow down the map too much? And, water counts like a wall? I mean, Will VIS work if I use water on "holes" of my map?<br><br>Thanks,<br>Diego Cueva
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Re: My Custom Map

Postby randall » May 13, 2001 @ 7:02pm

Water isn't really a wall. So VIS will give a leak error unless it is enclosed.<br><br>Elevators don't slow down the map too much if they are confined to small, low-poly areas. In other words, don't put an elevator where it will be visible from far distance.
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