Announcement

Collapse
No announcement yet.

No new "decorative" models?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • MadGypsy
    replied
    I agree with both of you and you actually agree with each other by elimination of not really talking about the same thing.

    I liked that Seven was sticking a bunch of crazy stuff in Quake (water pipes and what-not). I didn't think it fit very well, but it added something fresh to the environment and had a "fun" quality. (imo)

    If everything is solely and exclusively about Quake, yeah sure, don't change a thing. Just re-arrange the same geometry and textures to infinity, til you have created every possible Quake. You could probably even write an algorithm to do it for you. You could even call it EPiQ. Every Possible Quake - (the i works cause you are probably gonna have to use a lot of Pi).

    It would be a super small download too. You just need 1 folder of files and 3 more exterior files

    1) a library of sensical (ie not a wall at a time) map geometry, textures and elements that is already in map format
    2) an algorithm to parse all of that into a "possible map" and export it as .map
    3) a compiler & wad setup

    There ya go (@someone). I just invented an entire project, laid out the basic method to build from and even relevantly named it. Make it so.


    psssh...I could build this and I could use parsing delimiters to do it...and it would work. However, it aint gonna happen, certainly not any time soon.

    ____

    correction: I could parse the first info and get exactly whatever you want. It would take someone with far greater math skills than mine to make all of that fit together properly.
    Last edited by MadGypsy; 04-05-2013, 08:54 PM.

    Leave a comment:


  • FifthElephant
    replied
    It depends on the type of model, I don't see the need for big geometry to be replaced with fancy models. But I do like usage of candles and candle-stands, large flags/banners and such in some maps I have seen. I think it should be conservative, not least because of model limits, but also to retain a classic feel. Plus there's always room for better and more complicated brushwork.

    Leave a comment:


  • golden_boy
    replied
    You mean new assets, environment art, mapmodels to make vanilla Quake look more interesting?

    You can bet people would scream "that's not Quake!" within 5 minutes of someone posting the screenshot.

    Anyway like Spike said, models are not lit correctly in Quake 1.

    What you could do is convert all of Romero's map sources to Quake 3 format, in which case you could use the q3map2 compiler to bake static meshes into the map with correct lighting and collision. This would also result in higher resolution lightmaps and the possibility to use shaders for lava etc.

    The resulting maps could only be played in engines that support q3bsp.

    I have no idea why q3bsp isn't standard in the Q1 community by now, it is a much better format than q1bsp. Probably because it's not supported by Worldcraft and because Q1 people are just ultraconservative.

    Leave a comment:


  • MadGypsy
    replied
    I can help you Damage. I can help you right this minute with your creative wall.

    do any/all of the below

    1) go through your entire map and tighten up any loose ends in completed areas. This MAY start spurring you to "realize" that you want an X "in the corner"

    2) Add a new room. Just build a room. F the layout or any congruency. Just start making shapes and building up brushwork. This MAY start a series of "connecting dots" in your head and actually lead to idea overload.

    3) start a completely different map. This is sort of 2, but by the map not even being connected to your current one it MAY (lol) add the bonus of it being fresh. So, you don't feel like you have to follow a theme or have any restraints. You have a new canvas to explore.

    4) Get a cup of coffee (or whatever you like to drink), turn on some of your favorite music (kinda low), get in a real comfy spot and simply relax with a pad and a pen (turn off ALL computers/phones/etc). Maybe you'll start drawing boxes and ideas or maybe you will start writing ideas. There are no rules, let your subconscious decide how it will use your hand.

    In my experience there really is no such thing as a creative block. The creativity (if it was ever there) is always there. Your "block" comes from trying to push or pull your art in a certain direction that it doesn't want to go, so you hit a wall cause you stopped working towards the door.

    I have one last piece of info for you. No matter what you make, there WILL be people that love it and people that hate it. In my world, that means all the people cancel each other out and the only thing that matters is what I want from my work. When you start looking at it like that, there is no deadline or expectations to meet. You remove the stress factor entirely and your work becomes something that you can enjoy. In the end, my friend, the only thing that matters is that you are enjoying your work.

    {gang hand signs},
    Gypsy

    Leave a comment:


  • damage_inc
    replied
    Ummmm... May I plead the FIFTH Your Honorable Judge 'Gypsy! Hehe

    Nah man, I don't take it as being a dick... it's online bro, no worries! I do need a push, as I hit a FREAKIN' huge creative wall. Otherwise known in part as slacking!

    If they were textured correctly capnbubs, and were simply computer terminals and such might not be out of place at all. Coke machines... yeah that would be odd :-P

    Leave a comment:


  • MadGypsy
    replied
    in worldcraft 3 there are a bunch of prefabs that could easily be exported. Coke machines and other random stuff

    Leave a comment:


  • capnbubs
    replied
    Originally posted by MadGypsy View Post
    Capnbubs gimme my damn drugs!
    What am I your dealer now? xD

    Damage I was wondering about this, how out of place would it look to use a few decorative models here and there. Guess somebody would have to try it and see how it looks.

    Leave a comment:


  • MadGypsy
    replied
    Hey Damage, whats going on with your map? There has been no updates in a long time. You didn't abandon your art, right? I'm half way through an entire CMS that is already longer than a QC source. What I am saying is, I have "rewritten all of a QC source" in the time it has taken you to...?

    Not trying to be a dick. We could all use a push from time to time.

    Actually Imma be a bully and push everyone real quick.

    Phenom, you been working on your mod? I am nearing some deserved free time. It would be a shame if I became available to write your QC and you weren't ready for me.

    How is the dragon coming Bluntz?

    Been a while Killpixel..How is r_speed uh I mean cartographers nightmare coming along?

    Capnbubs gimme my damn drugs!
    Last edited by MadGypsy; 04-05-2013, 02:44 AM.

    Leave a comment:


  • Spike
    replied
    prefabs are about the only way you could do it with q1bsp, lighting-wise.

    such prefabs would have low enough brush/surface counts that they can be knocked up about as easily as finding one that looks nice enough to bother with downloading/installing.

    I suppose.

    Leave a comment:


  • damage_inc
    started a topic No new "decorative" models?

    No new "decorative" models?

    I was just curious, is there a reason that there isn't many new "decorative" models made for Quake? I know regular monster entities are animated and difficult but static models for decoration in a level seem simpler? And would add so much to the atmosphere, jus' curious.

    Is it cause they wouldn't light correctly? Or a memory load issue? Or what?

    Thanks in advance,
    - damage_
Working...
X