Well, the truth is, it really was the work of two different mappers.
See, when the "trouble" at QuakeOne had happened, I had been getting a bad feeling every time I would've entered the site. And I simply changed. I don't get that bad feeling now, because I know that it's my fault for getting negative attention, lol.
Anyway, after that, I spent a lot of time working on Counter-Strike 1.6 and Sven Co-op maps, and I lost my taste in Quake mapping. That's at least what I think happened.
Some parts of my life have changed since the furry debate happened. xd
But hey, it's good to be back.
As for the big brick vs. small brick thing, yeah, I understood, I need to make the big ones look thick.
Also, I've got some new screenshots:
This leads to:
This is pretty early, so it needs a lot of stuff.
I'm also trying to use the default Quake 1 textures, but I might add custom ones as well. Hmm...
I have some in-game screenshots:
This is how it looks now. I moved the light somewhere else (and changed their colour).
However, that made this corner less interesting:
Oh well, I'll do something about it.
This part also needs some work. The light also seems to be too bright. Might be the fact that I put _deviance 48, lol. We'll see.
So, this is a part where my big brick vs. small brick issue is very noticeable. I'll put some more work into it.
Hmm, I guess I could say the same for the floor:
And, hooray:
I've realised that _minlight is a thing in Quake, just like that similar parameter in GoldSRC.
There's also a lot of other values I could use. I'll edit my .fgd file, then.
Lastly, this one's for everyone, I'm still having those teleportation problems in DirectQ. DarkPlaces runs like a snail because it uses OpenGL and my GPU hates OpenGL. DirectQ has a much better performance (MUCH better!) on my end, but the teleport doesn't work.
Whenever I enter the teleport trigger, I get returned to the same spot, instead of teleporting to the destination. Does anyone have any ideas?
See, when the "trouble" at QuakeOne had happened, I had been getting a bad feeling every time I would've entered the site. And I simply changed. I don't get that bad feeling now, because I know that it's my fault for getting negative attention, lol.
Anyway, after that, I spent a lot of time working on Counter-Strike 1.6 and Sven Co-op maps, and I lost my taste in Quake mapping. That's at least what I think happened.
Some parts of my life have changed since the furry debate happened. xd
But hey, it's good to be back.
As for the big brick vs. small brick thing, yeah, I understood, I need to make the big ones look thick.
Also, I've got some new screenshots:
This leads to:
This is pretty early, so it needs a lot of stuff.
I'm also trying to use the default Quake 1 textures, but I might add custom ones as well. Hmm...
I have some in-game screenshots:
This is how it looks now. I moved the light somewhere else (and changed their colour).
However, that made this corner less interesting:
Oh well, I'll do something about it.
This part also needs some work. The light also seems to be too bright. Might be the fact that I put _deviance 48, lol. We'll see.
So, this is a part where my big brick vs. small brick issue is very noticeable. I'll put some more work into it.
Hmm, I guess I could say the same for the floor:
And, hooray:
I've realised that _minlight is a thing in Quake, just like that similar parameter in GoldSRC.
There's also a lot of other values I could use. I'll edit my .fgd file, then.
Lastly, this one's for everyone, I'm still having those teleportation problems in DirectQ. DarkPlaces runs like a snail because it uses OpenGL and my GPU hates OpenGL. DirectQ has a much better performance (MUCH better!) on my end, but the teleport doesn't work.
Whenever I enter the teleport trigger, I get returned to the same spot, instead of teleporting to the destination. Does anyone have any ideas?
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