yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Jan 18, 2012 20:17:24 GMT -5
Hey all.... in the afterglow of that last Contest, I would like to suggest something that we've been talking about around my place for awhile, which is,
a Quick and Dirty Mapping Contest!
with rules something akin to: 1. MAP file must contain no more than 200 brushes. 2. Only stock textures and sounds.
his would have the benefit of being, well, quick, and it might even get a certain co-worker of mine out from the Minecraft and into some Q2 mapping!
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Post by MaRiNe [Q2C] on Jan 19, 2012 5:29:14 GMT -5
That's something I'd like to see happen! Personally, I can't get enough of mapping contests, no matter the rules, and it'd be a challenge to put something really nice together in only two hundred brushes!
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 19, 2012 15:48:05 GMT -5
Good idea, yeah I'd try something like this. I like restrictions occasionally.
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Post by knightmare on Jan 20, 2012 0:39:35 GMT -5
Problem is that stock Q2 textures only is old hat. Something different like QRP (Quake1 Retexturing Project) textures only would more likely interest me.
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Post by mking2012 on Jan 20, 2012 8:57:29 GMT -5
Sounds good to me!
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Deleted
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Post by Deleted on Jan 20, 2012 11:48:07 GMT -5
Problem is that stock Q2 textures only is old hat. Something different like QRP (Quake1 Retexturing Project) textures only would more likely interest me. HellO .... Q2 & Q1 stock textures old hat Indeed yes..but with Q1( rygel-dp-texturepack-high.pk3 = 935mb ). pffff Textures looks really 100% excellent. Today converted all Q1 textures from Rygel pack, ( new hobby ). After Adobe Foto shop: 709 textures in 24bit format in *.tga.filez 71mb ). Again converted in Quark for wall. Ready for editor = 28mb.. share & upload no problem!.
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Post by knightmare on Jan 20, 2012 14:56:59 GMT -5
I've got my own Q1 texture package made from the 367MB QRP package, I got them down to 4.81 MB by reducing them to the original textures' sizes. The animated textures are properly linked, too. I can post it later today.
One thing I'd like to see is for QRP move on to Q2 and its mission packs after they finish with retextures for Dissolution of Eternity. There is no complete retexture package for Q2, and the one avaialble from JimW's site contains many "retextures" that are just a photoshop filter run on the original .wal. The Quake2 Rextexure Portal (where I got most of the retextures I use personally) had a good thing going, but then it was shut down due to abuse.
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Jan 20, 2012 18:47:21 GMT -5
Sure, the centerpiece of this would be the 200-brush limit.... freedom in texture use would be fine, methinks!
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Post by knightmare on Jan 22, 2012 0:54:16 GMT -5
I got it uploaded here: www9.zippyshare.com/v/51816312/file.htmlJust unzip it to the textures subfolder under your working project folder. I'd like to post the full-res originals in .png for use with enhanced engines (complete with glows), but it's 330MB! There's no way I'm uploading that at 40KB/s on my flaky DSL connection.
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Post by tehSandwich on Jan 22, 2012 2:14:09 GMT -5
I got it uploaded here: www9.zippyshare.com/v/51816312/file.htmlJust unzip it to the textures subfolder under your working project folder. I'd like to post the full-res originals in .png for use with enhanced engines (complete with glows), but it's 330MB! There's no way I'm uploading that at 40KB/s on my flaky DSL connection. So far, so good... However, texture wizwin1_2 is still at full size and the whole set needs a bit of sharpening so they look less blurry.
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Post by knightmare on Jan 22, 2012 3:00:22 GMT -5
Got it fixed (attached).
These are meant to just be used in-editor, while 24-bit counterparts would be used in-game. Natively texturing with higher-res textures would require smaller stretch values, sending r_speeds skyrocketing, and likely leading to a max_patches error in the rad stage of compiling.
I might be able to do a set at 1/2 resolution 24-bit and upload it, or anyone wanting the originals could just download the map textures from the QRP site.
There are only a few textures that I renamed to avoid conflicts (the ones in the map-specific subfolders, plat_top1->base_plat_top1, metal5_2->wizmet5_2, metal5_4->wizmet5_4). Also, the #-named textures should be renamed, and the _luma glow images should be renamed to _glow for use with KMQ2, or else removed.
Edit: the board software renamed the attachment to wizwin12. Just rename it back to wizwin1_2 and put it under q1tex/.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 23, 2012 11:39:16 GMT -5
So, If we do this and if we choose to use the textures K'anigetmare posted (awesome dude, thanks) would anyone mind IF I combined a few of them to make large, less tiled (meaning less brushes) versions? If/when I get my hands on the high res versions I'll make sure I make 'em work with them too. A quick example... Combined from... and... It would make the building process more efficient and I'd make them immediately available for every one that's interested. Eh?
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Jan 25, 2012 10:01:37 GMT -5
I kinda like that idea, M... using the textures themselves to create good effects with a minimum amount of brushes. Definitely adds a new dimension to this thing, and focuses on the core idea of doing more with less
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Post by MaRiNe [Q2C] on Jan 26, 2012 3:17:23 GMT -5
Nobody said anything about only using Q1 stock textures, just the brush limit. Why not freedom for texture choice?
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Deleted
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Post by Deleted on Jan 26, 2012 4:42:33 GMT -5
The Quick and Dirty Mapping Contest. Create something unique from original stock Q1 textures in 200 brushes, a real challenge for us!. Adjust Q1 textures is certainly a very nice idea Maric, this way you double or tripled the brushes, more possibilities and many advantages. Outcome wallpaper is quite different 200 against 500 brushes. Nobody said anything about only using Q1 stock textures, just the brush limit. Why not freedom for texture choice? oh sry i misread restrictions, thought we all use the same texture set...
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