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Post by giftmacher on Oct 27, 2015 11:15:03 GMT -5
I'm doing that with the classic Q2 radio voicing.. but yea I would like to have custom radio sounds too, but it must be consistent, like the same voice ofc. Maybe next time for me, otherwise I'll just keep adding more stuff into it and never finish Edit: Can you elaborate on that Marine? Message recieved, is that a sound effect that you combined with simple triggered message? Sounds handy.
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Post by giftmacher on Oct 27, 2015 2:18:44 GMT -5
The Reckoning is also superior in terms of quality in the maps, I just noticed when walking through a few from TR & GZ yesterday. A few maps in Reckoning look incredible, while GZ is a little rough around the edges in comparison. In the original Q2 you can clearly see that the base maps were made last or among the last, and some of the final maps were made first. At least that's my theory because the quality goes way up in the beginning-to-mid of Q2 which makes sense since you want to capture the players early.
I might give The Reckoning a proper playthrough one of these weekends, I can't remember playing through it actually, maybe the first few maps.
Edit: That does sound cool knightmare, I need to get into Lazarus more..
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Post by giftmacher on Oct 25, 2015 15:37:22 GMT -5
For whatever reason it's not possible to load QuArk .map files into Radiant, I've not tried other editors but from reading about it there does not seem to be a work around. You get an empty map in Radiant, I read yesterday about someone pulling it off by using Q3Radiant in 'Wine' (a program I'm not familiar with at all) so Q3Radiant in 'Wine' could load QuArk .map files and then convert them into Radiant friendly .map files (not confirmed by me) I don't know much about the technical stuff, I really need to read up on it. I use whatever they shipped with QuArk, arghrad is in there! Other news: I finally worked out how to use path_duplicator in QuArk! Got to do some swirling pipework and a hallway twister, finally (I thought QuArk was not capable of this), it also told me a lot about the work process of SPoGSP1. Edit: Thank you Margaal I will check your tutorial tomorrow!
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Post by giftmacher on Oct 24, 2015 12:49:26 GMT -5
Marine, You've caught my interest That launch pod/traom looking thing, does it move/can you interact with it? Gray shot looks solid, much like my own. Make this a release, I'm aiming for getting my little unit out here before/around christmas, join me! Margaal: I am switching to Radiant but slowly, after my unit is done I will get into it more.. working on the final map in QuArk and actually pushing it a bit on details, it will have to be divided into several bsp files, like 2-3 I reckon. Thinking about the boss area now, I don't want to just throw in the big bad guy in the end. Something more creative? At least a few traps combined with a big guy Edit: And no improvement on QuArk, he has to track down some guy who wrote the compiler? That was the latest news.. regarding the rock work, cool method but yes you can only afford to do that in maybe 1 or 2 areas, have you tried dividing a map into several bsp files? I'm doing that now with my final map, it sucks but at least I can work without worrying about using too many brushes. (Loading screen in the middle of the map, I'll try and make it a visual transition and not random)
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Post by giftmacher on Oct 24, 2015 3:06:04 GMT -5
Hey Margaal! Shot looks great, the beams covering the building wall looks nice, almost like they are part of the texture but still enhances depth. You should post something on how you make rock work in QuArk, I'm terrible at it.. Edit: Fantastic shots tmg! Very clean texture and brush work, cool angles, love the look of that map.
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Post by giftmacher on Oct 23, 2015 4:39:59 GMT -5
Looks great tmg, nice ceiling detail to the left, stretching columns is always a solid choice, and floor lights.. I should use more of those, looks cool. I hope you make some SP content on it, a combo map as you say.
Edit: Also thank you for sharing, not too much action here so putting out content is a good thing! Quake 1 sees significantly more action these days.
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Post by giftmacher on Oct 20, 2015 8:59:13 GMT -5
Thank you Marine, hopefully soon - Not basic like that but I have to consider every area with QuArk, If I had 6000 brushes instead of 1700 I could do some more stuff. Not that its really needed for good gameplay, I feel staying close to the original levels is good enough to enjoy the game.
Edit: Some really nice textures in Reckoning and Ground Zero... I'm making a selection for the final map.
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Post by giftmacher on Oct 19, 2015 13:50:45 GMT -5
I don't know where they are from Marine, I usually just google for pictures to get some ideas like sewer + game or sci-fi facility. My god tmg, how can you not love the mine levels Those are my favorites, the "underground" feeling and the rock+metal environment rocked my boat back in the day, still does to some extent. Two sewer maps in my unit, but not like the q2 waste maps, more green/slimey like in the pictures. It was just so easy to work with that theme in QuArk, which is a pretty rough editor, so mostly 64 and 128 square walls. Far from the visual perfection of Mushashi's 'Slight Mechanical Destruction', I must switch to Radiant to even come anywhere near that kind of visual quality. QuArk will destroy your map past 1700-2000 brushes (compile issues). So my maps are pretty basic for the moment. Here are a few screens: Screen #1Screen #2Screen #3Screen #4Screen #5Screen #6Still working on the final map, might need some custom textures after all.
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Post by giftmacher on Oct 19, 2015 8:57:59 GMT -5
Oh man there are some good textures in those packs for sure.. but you need both to play it then or do you extract just the textures and ship them too?
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Post by giftmacher on Oct 19, 2015 2:46:03 GMT -5
Nice workaround Marine, thanks! Works just as well, just a matter of finding the right sound I'm going all Q2 Stock on this Unit, nothing custom.
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Post by giftmacher on Oct 18, 2015 3:58:28 GMT -5
-=[Elevator]=-
2 func_buttons 1 func_train 2 path_corners -> calls target_speaker for train stop sound (works)
but train moving sound only works for 1 activation, after that it moves silently. Why is that?
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Post by giftmacher on Oct 17, 2015 3:14:12 GMT -5
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Post by giftmacher on Oct 15, 2015 3:11:06 GMT -5
I'm glad to hear I'm not the only one working in the void as well Making a unit is tough MaRiNe, I've done 3 environments/maps but I have'nt populated them yet, going for 4 maps and that's it! Looking forward to your contributions, whenever it happens. Edit: OCD is a bitch tmg, also learning new stuff, when I make a map and then learn a bunch of new tricks and go back to it and start changing stuff Sometimes you just got to finish it and move on. Like I'm doing now with editor switch, because QuArk has some serious compile problems and can't do much of the awesome vertex editing Radiant can do.
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Post by giftmacher on Oct 14, 2015 15:01:57 GMT -5
Anything going on? I'm working on my little Q2 Unit, also switching editor from QuArk to Radiant but that is a slow process..
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Post by giftmacher on Sept 3, 2015 10:16:05 GMT -5
Yes folders but I meant here, for navigation, when all URLs are stacked ontop of eachother its hard to navigate, your call! Ah that sucks.. these are old relics Take a timeout and return to it later, thats what I do when building maps
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