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Re: Castle of Hell
Posted: Fri Jul 16, 2010 3:34 pm
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.
Re: Castle of Hell
Posted: Fri Jul 16, 2010 8:38 pm
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?
Re: Castle of Hell
Posted: Thu Jul 29, 2010 12:00 pm
by Dessicated corpse
Re: Castle of Hell
Posted: Thu Jul 29, 2010 12:07 pm
by Hipshot
800x600 @ 56k
Re: Castle of Hell
Posted: Fri Jul 30, 2010 1:38 pm
by Dessicated corpse
Hipshot wrote:800x600 @ 56k
Alright, no problem

!
Re: Castle of Hell
Posted: Fri Jul 30, 2010 6:56 pm
by Dessicated corpse
Re: Castle of Hell
Posted: Sat Jul 31, 2010 3:45 am
by obsidian
Probably. Light coloured fog has an additive effect.
Re: Castle of Hell
Posted: Sat Jul 31, 2010 3:54 am
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.
Re: Castle of Hell
Posted: Sat Jul 31, 2010 6:11 am
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?
Re: Castle of Hell
Posted: Sat Jul 31, 2010 6:19 am
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?
Re: Castle of Hell
Posted: Sat Jul 31, 2010 6:52 am
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.
Re: Castle of Hell
Posted: Sat Jul 31, 2010 8:12 am
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

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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!
Re: Castle of Hell
Posted: Sat Jul 31, 2010 8:59 am
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?
Re: Castle of Hell
Posted: Sat Jul 31, 2010 6:29 pm
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.
Re: Castle of Hell
Posted: Sun Aug 01, 2010 2:04 am
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?
Re: Castle of Hell
Posted: Sun Aug 01, 2010 3:48 am
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.
Re: Castle of Hell
Posted: Sun Aug 01, 2010 5:48 am
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.
Re: Castle of Hell
Posted: Sun Aug 01, 2010 6:20 am
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.

Re: Castle of Hell
Posted: Sun Aug 01, 2010 6:31 am
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.

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.
Re: Castle of Hell
Posted: Mon Aug 02, 2010 4:46 am
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?
Re: Castle of Hell
Posted: Mon Aug 02, 2010 2:59 pm
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.
Re: Castle of Hell
Posted: Tue Aug 03, 2010 11:15 am
by Dessicated corpse
Re: The Lost Hallways Beta (formerly known as Castle of Hell)
Posted: Thu Aug 05, 2010 11:27 am
by Dessicated corpse
Re: The Lost Hallways Beta (formerly known as Castle of Hell)
Posted: Thu Aug 05, 2010 2:08 pm
by Anthem
I like the new name!

Re: The Lost Hallways Beta (formerly known as Castle of Hell)
Posted: Thu Aug 05, 2010 3:46 pm
by Dessicated corpse
Anthem wrote:I like the new name!

Thanks

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