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my first map
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i'm aware. the real problem i'm having is that texmex seems unwilling to accept the fact that some of the textures i wish to import are 64x64; barring that, i haven't had very many major issues palette-wise. i'm sure i'll run into some kind of problem once i start using win95 emulation for qME so i can remap the model textures.
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what Spike said, but remember the common hi-res replacements usually try to emulate the Quake look, hence all of them are too dark, too. Pretty much.
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changing the palette can be quite a hard thing to do. the palette affects both models and maps, so changing the palette basically requires making sure that nothing else is harmed in the process.
you can probably change them a bit brighter, just if you change it entirely you will have major issues.
if you just want your map to look nicer, its generally better to simply use replacement textures and completely bypass the palette issue.
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It's true, the Quake palette is a main reason for everything being a dark brown mush.
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i decided recently that the quake palette is absolute garbage and is incredibly wasteful, so i'm going about setting up a new one --
going to remap the vanilla textures i need in texmex and slap some new art on the map
btw, the set of random colors near the huge empty magenta space is a small subset of colors i hacked out of the doom64 textures so that i might use a couple of the generic space## texture patterns for my own purposes
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I was just thinking, one major thing that John Romero said about Doom is that they always tried to vary the floor height.
It holds very true. Try breaking up the floor. Also try building corridors at other than 90 degree angles.
Cheers.
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definitely not bad looking at all, especially for a first try
keep it up, this is looking promising
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my first map
still playing with the whole static lightmapping thing, will post more shots as I put down more areas
made in about an hour in quark so farTags: None
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