The Lost Hallways Beta (formerly known as Castle of Hell)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
obsidian
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Re: Castle of Hell

Post by obsidian »

It was an analogy and you completely missed the point.

Q3Radiant 202 is ancient. If you have problems using it, don't ask people to help you since it is no longer supported and no one uses it anymore.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:It was an analogy and you completely missed the point.

Q3Radiant 202 is ancient. If you have problems using it, don't ask people to help you since it is no longer supported and no one uses it anymore.
Ahh, okay. Say.. was there a Quake 1 map maker? Was it QERadiant?
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Hipshot
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Re: Castle of Hell

Post by Hipshot »

800x600 @ 56k
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

Someone wrote:Mod Edit: Dessicated corpse, read the rules here
Hipshot wrote:800x600 @ 56k
Alright, no problem :)!
obsidian
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Re: Castle of Hell

Post by obsidian »

Probably. Light coloured fog has an additive effect.
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Anthem
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Re: Castle of Hell

Post by Anthem »

obsidian wrote:Probably. Light coloured fog has an additive effect.
Indeed.

Also, it seems that some fog shaders make the texture give off light. I have seen some maps in the past that use fog as light sources.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:Probably. Light coloured fog has an additive effect.
[Removed]
Anthem wrote:Also, it seems that some fog shaders make the texture give off light. I have seen some maps in the past that use fog as light sources.
I can see that. What do you think of the new shots?
Last edited by Dessicated corpse on Sat Jul 31, 2010 9:10 am, edited 1 time in total.
obsidian
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Re: Castle of Hell

Post by obsidian »

Increase intensity of lights, possibly add a few low powered fill lights to brighten up really dark spots. Add some details to the back walls in the first 2 screenshots, looks a bit plain and also try to fix the tiling texture on them... perhaps swap with a larger sized texture.

Third screenshot looks pretty cool though. I like the bricks, where did you get them from?
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Anthem
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Re: Castle of Hell

Post by Anthem »

I like the first shot a lot. Some of the other ones seem to have too much open space. Consider making more pillars, platforms, and levels. By creating other levels you can fill in some space with stairs, jump pads and teleporters.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:Increase intensity of lights, possibly add a few low powered fill lights to brighten up really dark spots. Add some details to the back walls in the first 2 screenshots, looks a bit plain and also try to fix the tiling texture on them... perhaps swap with a larger sized texture.

Third screenshot looks pretty cool though. I like the bricks, where did you get them from?
The dark spots are done for the theme. And what do you mean by details to the walls? I don't know what else to add. Do you mean change the texture? Because I like that Quake 1 texture. And what do you mean by tiling? The wall textures? The floor texture? And, is there a way to change the color of the lights? For example, red? Thanks! I'll upload the texture you want soon :).
Anthem wrote:I like the first shot a lot. Some of the other ones seem to have too much open space. Consider making more pillars, platforms, and levels. By creating other levels you can fill in some space with stairs, jump pads and teleporters.
The 2nd shot is another part of the same area. It pretty much looks the same as the 1st shot :). And that's exactly what I'm trying to do (pillars, platforms, jump pads, teleporters, etc.), fill the open space. If you look at some of the earlier versions of my map they are very bad and very loose especially compared to the current one. Check out the shots when I first released my map, http://www.quakelive.com/forum/showthread.php?t=50203. Heaps has changed!
Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

Obsidian, here's the link to the texture you want with a few others... http://www.mediafire.com/file/mrx0h71bn ... dieval.zip. Does that zip file have the texture you want?
obsidian
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Re: Castle of Hell

Post by obsidian »

This screenshot:
http://a.imageshack.us/img401/9518/shot0014m.jpg

By details, I mean the walls that is just a single flat slab. Anthem is right about adding more floors, pillars and other things to fill up the space and create more interesting gameplay. This will also help fill in some of the drab flat walls. For stuff like walls, think also about adding stuff like trim, support structures, pillars, etc. to make them look more visually appealing.

By tiling, I mean the texture is relatively small for such a large surface area. So the texture does a lot of repetition and you get sort of a mosaic effect.

To change colours of lights, select a light, hit "n" and the entity inspector dialog pops up. You should see a set of instructions detailing how to increase the brightness or change the hue of a light.

The entity inspector is key to all entities in Radiant.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:This screenshot:
http://a.imageshack.us/img401/9518/shot0014m.jpg

By details, I mean the walls that is just a single flat slab. Anthem is right about adding more floors, pillars and other things to fill up the space and create more interesting gameplay. This will also help fill in some of the drab flat walls. For stuff like walls, think also about adding stuff like trim, support structures, pillars, etc. to make them look more visually appealing.

By tiling, I mean the texture is relatively small for such a large surface area. So the texture does a lot of repetition and you get sort of a mosaic effect.

To change colours of lights, select a light, hit "n" and the entity inspector dialog pops up. You should see a set of instructions detailing how to increase the brightness or change the hue of a light.

The entity inspector is key to all entities in Radiant.
I made it dim to give it a dark/evil atmosphere. I already said I'm going to add stuff like that. And I don't see anything wrong with the Quake 1 texture for the walls. And I'm stuck with Entity Inspector, I don't see a way to change the color of the light. What's the manual called?
Anthem
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Re: Castle of Hell

Post by Anthem »

Select a light and press 'k'. This should let you change the color of the light. Nothing is wrong per se with the texture; the texture just gets a bit monotonous on such a large wall without anything to break it up. Using architectural details (pillars, platforms, arches, supports, etc.) as well as trims and other textures can break up the monotony.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

Anthem wrote:Select a light and press 'k'. This should let you change the color of the light. Nothing is wrong per se with the texture; the texture just gets a bit monotonous on such a large wall without anything to break it up. Using architectural details (pillars, platforms, arches, supports, etc.) as well as trims and other textures can break up the monotony.
Fine, but I don't think it'll looks good on my map. I've tried it before and failed.
Anthem
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Re: Castle of Hell

Post by Anthem »

If done correctly it will look loads better on any map. Just take your time with it. Try it, and if it doesn't work out, ctrl+z and try again. :D
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

Anthem wrote:If done correctly it will look loads better on any map. Just take your time with it. Try it, and if it doesn't work out, ctrl+z and try again. :D
I've tried it heaps of times, I know it'll be cool if there was that type of stuff in my map but I haven't been mapping that long.
Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

New screenshot!

http://a.imageshack.us/img225/4109/shot0025o.jpg

I love those windows textures. Is there a way to make them transparent?
obsidian
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Re: Castle of Hell

Post by obsidian »

You'll need to edit the image, add an alpha channel and save as a new TGA file. Then write a shader script for your custom window. That requires a bit of background knowledge on the subject so you'll have to do lots of reading on the Shader Manual (see my signature under Q3Map2). It might be a little beyond the means of your first map, but start reading and learning, you'll probably want to know at least some of the basics eventually.
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Dessicated corpse
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Re: Castle of Hell

Post by Dessicated corpse »

obsidian wrote:You'll need to edit the image, add an alpha channel and save as a new TGA file. Then write a shader script for your custom window. That requires a bit of background knowledge on the subject so you'll have to do lots of reading on the Shader Manual (see my signature under Q3Map2). It might be a little beyond the means of your first map, but start reading and learning, you'll probably want to know at least some of the basics eventually.
I once tried making a texture transparent with this shader script, but it didn't work:

textures/gothic_block/blocks11ct
{

surfaceparm trans
surfaceparm nolightmap
surfaceparm lightfilter

cull twosided

{
map textures/hell/blocks11ct.tga
blendFunc GL_DST_COLOR GL_ZERO
}
}

Here's some new shots:

http://img40.imageshack.us/i/shot0000vb.jpg/
http://img843.imageshack.us/i/shot0001l.jpg/
http://img51.imageshack.us/i/shot0002tz.jpg/
http://img844.imageshack.us/i/shot0003y.jpg/
http://img685.imageshack.us/i/shot0004cp.jpg/
http://img841.imageshack.us/i/shot0005k.jpg/
http://img820.imageshack.us/i/shot0006a.jpg/
http://img840.imageshack.us/i/shot0007y.jpg/
http://img829.imageshack.us/i/shot0008k.jpg/
http://img707.imageshack.us/i/shot0009ne.jpg/
http://img514.imageshack.us/i/shot0010hw.jpg/
http://img413.imageshack.us/i/shot0011h.jpg/
http://img155.imageshack.us/i/shot0012d.jpg/
http://img835.imageshack.us/i/shot0013.jpg/
http://img707.imageshack.us/i/shot0014es.jpg/
http://img132.imageshack.us/i/shot0015nx.jpg/
http://img716.imageshack.us/i/shot0016m.jpg/
http://img580.imageshack.us/i/shot0017c.jpg/
http://img693.imageshack.us/i/shot0019z.jpg/
http://img295.imageshack.us/i/shot0020n.jpg/

Gave the map a new name!
Anthem
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Anthem »

I like the new name! :D
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Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Anthem wrote:I like the new name! :D
Thanks :).
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