Commented 3 years ago2021-06-01 22:38:48 UTC
in wiki page: VERC: Custom DecalsComment #103584
It turns out that the only color in the palette that has any effect is the last one (it determines the overall decal color). All other colors are irrelevant - there's no need for black-to-white or white-to-black gradients, although gradient palettes can be useful for certain workflows, and helpful when viewing decals in Wally or Hammer. What really happens is that Half-Life uses the image data as an alpha channel, instead of a set of indexes into a palette.
WadMaker, a command-line wad-making tool that I made, can turn 32-bit images into decal textures if the output wad name is 'decals.wad'. It'll use their alpha channel to create the decal, and the average color of the image to set the decal color. To add textures to decals.wad, first drag decals.wad onto WadMaker.exe - this will extract all decal textures and store them as png files in a 'decals_extracted' folder. Rename the folder to 'decals', add your own images, then drag the folder onto WadMaker.exe - this will update decals.wad with your new images.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 3 years ago2021-05-17 19:00:54 UTC
in vault item: bootbox_vanilyaComment #103569
Thank you for the feedback ^^ Actually my purpose was to make the brightest and simplest looking remake of bootbox3. I chose this method because many players don't like detailed textures and realistic lighting in my opinion. But I'm still working on my another bootbox projects which will be more detailed and fun
Commented 3 years ago2021-05-16 22:28:35 UTC
in vault item: bootbox_vanilyaComment #103566
The main arena could use some work to make the gameplay a little more interesting. It's mainly just a killbox at the moment - additional cover and routes would keep the players moving and would present more varied encounters than just gauss sniping. The verticality of the main arena has a lot of potential - having more levels than just the one bridge at the top would incentivise players to get creative with gauss jumping and would certainly help with the lack of cover and pathing.
Texturing is okay, but the lighting is bad. A lot of players will never find the secret area which is the only part of the map with lighting - keeping the arena fullbright makes the map seem unfinished. The original Bootbox3 at least had basic lighting in the main arena, and looks much better as a result. Remember the arena is the main focus of the map, and is the first thing players will see, so it should be properly lit and textured.
Definitely potential here, but it needs some work.
Commented 3 years ago2021-04-26 17:12:36 UTC
in vault item: E1M1 RemakeComment #103543
Not a bad take on the classic Doom maps and there are some interesting looking areas, such as the exterior with background detail.
As a deathmatch map, this could do with some fine tuning. There are a lot of small detail such as signs that the player will get stuck on. These need to be set to func_illusionary or be clipped to prevent snagging. There are also far too many masked textures such as fences and barriers that block bullets when they shouldn't. I from a visuals side of things also noticed some nulled surfaces (top of the shelves in the slime hallway) and a lot of stretching and squashing of textures elsewhere (signs and crates)
Commented 3 years ago2021-04-22 10:20:43 UTC
in journal: Opening a new chapterComment #103534
I have finished my last high school exam. Just gotta finish a project for Entrepreneurship class and then I'm truly done.
My parents are against the idea of working for a couple of years and then going to college, and I understand why, so I'll try doing both. I've discovered that, in the first 1 or 2 years in that college, they really just revise whatever I've had in high school. Basics of C++, basic IT theory, complex numbers and stuff in Maths, and some English stuff. If it turns out very easy, it might be more feasible to work and study at once.
So with that said, I figured I'll go to college for a couple of months to get used to that, then try finding a job and get used to that. If it works out, great! If it doesn't, I'll just keep going to college and see if I can get a job after it. I don't care about social life, and I sleep in the bus, so it's gonna be exactly what I was used to.
Either way, I did some estimations and if we assume:
a stable job with a pay of 1000 KM per month (500€ per month, 6000€ per year),
that I'll live with my parents,
that my parents and I will be alive for the next 5 to 10 years,
then I will need to work for about 5 (+/- 20%) months in order to buy the things I need. Mainly some software licences, VSTs, electronics and hardware upgrades, basically.
Here's the plan if anyone's curious:
The bus ticket price can be eliminated once I start driving, but considering the price of getting a driver's licence, I think the average is gonna be about the same, if not higher.
@NineTnine Ah, good ol' times. Not so good now that I read through my old posts, but whatever.
WadMaker, a command-line wad-making tool that I made, can turn 32-bit images into decal textures if the output wad name is 'decals.wad'. It'll use their alpha channel to create the decal, and the average color of the image to set the decal color. To add textures to decals.wad, first drag decals.wad onto WadMaker.exe - this will extract all decal textures and store them as png files in a 'decals_extracted' folder. Rename the folder to 'decals', add your own images, then drag the folder onto WadMaker.exe - this will update decals.wad with your new images.
after eight months, i now have the build solution option. it doesn't work. my brain is fried
i was an idiot and didn't change the build path to where i actually want the dlls to go to
It is the same from any site.
Texturing — 10
Ambience — 8
Lighting — 9
Gameplay — 8
really
Texturing is okay, but the lighting is bad. A lot of players will never find the secret area which is the only part of the map with lighting - keeping the arena fullbright makes the map seem unfinished. The original Bootbox3 at least had basic lighting in the main arena, and looks much better as a result. Remember the arena is the main focus of the map, and is the first thing players will see, so it should be properly lit and textured.
Definitely potential here, but it needs some work.
you must be 360 years old! happy birthday!
Sorry for a late reply tho.
I've just updated the download with the newest version. Have fun!
Oh boy do I know that feeling haha!
I'll make sure none of this happen in the future, thanks again
As a deathmatch map, this could do with some fine tuning. There are a lot of small detail such as signs that the player will get stuck on. These need to be set to func_illusionary or be clipped to prevent snagging. There are also far too many masked textures such as fences and barriers that block bullets when they shouldn't. I from a visuals side of things also noticed some nulled surfaces (top of the shelves in the slime hallway) and a lot of stretching and squashing of textures elsewhere (signs and crates)
Great job!
great work ya'll
i want to complete the game but i can't bcz when tower2_unq loads it just crashes ED_Alloc; No free edicts
My parents are against the idea of working for a couple of years and then going to college, and I understand why, so I'll try doing both.
I've discovered that, in the first 1 or 2 years in that college, they really just revise whatever I've had in high school. Basics of C++, basic IT theory, complex numbers and stuff in Maths, and some English stuff. If it turns out very easy, it might be more feasible to work and study at once.
So with that said, I figured I'll go to college for a couple of months to get used to that, then try finding a job and get used to that. If it works out, great! If it doesn't, I'll just keep going to college and see if I can get a job after it.
I don't care about social life, and I sleep in the bus, so it's gonna be exactly what I was used to.
Either way, I did some estimations and if we assume:
- a stable job with a pay of 1000 KM per month (500€ per month, 6000€ per year),
- that I'll live with my parents,
- that my parents and I will be alive for the next 5 to 10 years,
then I will need to work for about 5 (+/- 20%) months in order to buy the things I need. Mainly some software licences, VSTs, electronics and hardware upgrades, basically.Here's the plan if anyone's curious:
@NineTnine
Ah, good ol' times. Not so good now that I read through my old posts, but whatever.
Ah yes, I remember the journal you posted on here about that a few years ago and how it got like over 100 comments. Good times!