Tried the experimental dirtmapping (ambient occlusion) feature of Tyrann’s compilers. I wasn’t so sure this would work well with Quake’s dark textures, but I think I’m convinced now. Perhaps it’s also the hi-res textures that make it “pop” like this. Plus the fact that this map is a thankful test object because of the relatively high amount of brush detail. Having the floor here be a func_detail also solved some lighting issues compared to the release version.
Looks like AO should to me. Nice. It deepens the creepy atmosphere of the Quake world.
I don’t know exactly what makes this nice lava glow look so good, but I’ll take it! (OK, I suspect the hi-res textures do a large part to avoid the colour clamping that Quake does, and MH’s engine has some light shenanigans that I don’t quite remember the details of.)
The AO adds subtle lighting detail to the floor grates, the wall details and the grapple point in the ceiling.
The screenshots are not brightened or otherwise photoshopped, they’re dumped straight from the engine and converted to JPG. This is how it looks in game.
It’s quite likeable. Someone recompile vanilla Quake with this.
Recompiled e1m6rq with detail brushes. The pipes and stuff now cast shadows. It’s not a very obvious effect, and in detail-rich parts it looks more like some kind of ambient occlusion, but it adds something on a subconscious level.
It’s mostly the ceilings that simply have more ominous shadows now, since there’s quite a lot of shadow-casting stuff up there.
It’s more obvious near bright light sources… there wasn’t so much shadow up there when the map was first released (in rmqdemo2.) I had to convert all that geometry into shadowless func_walls one or two days before release in order to get it to compile.
Kinda looks more modern with the added ceiling detail. Also, Tyrann’s compiler seems to require -oldaxis. Lots of rotated textures in there.
Weird feeling to work on this stuff for the first time in three years. I see lots of possible improvements. And to be honest I find a lot of the old RMQ gameplay etc. a bit grating now. Most of all the difficulty level. I think we had increased the damage that most monsters can do. I found myself at the receiving end of an ogre’s rocket launcher more than once, watching the screen turning red and cursing. I also question ideas like dual-chainsaw ogres today. It removes the more interesting attack from the ogre and makes him deal a shit ton more damage than normal up close… it’s like a dumber monster that does more damage if it manages to hit you. Something that’s best used sparingly to change things up here and there… The same goes for rocket ogres. Completely redundant – this ogre hurls an explosive at you in a straight line instead of in an arc. Considering how good RMQ ogres already are at aiming – hooray.
I’m still a fan of the shield ogre with the projectile-reflecting attack. I just don’t see why he has to be bigger than a shambler really.
There is some ridiculously overdone stuff in RMQ – flaming gibs come to mind. I’m probably going to screw with the qc quite a lot at some point. And I’m gonna strip everything that isn’t used in episode 1.
Well. It’s still terribly brown.
ROEM is on ModDB:
I’ve received friendly hails and the first collab offers. This is promising to be cool.
The current task is to go through the RMQ scrapyard and decide what to pass on / what to keep. I’ll then assemble a streamlined distribution of the new mod; I’ll keep the original Episode 1 levels and a bunch of code. I guess I’ll need to set up MDL export from Blender, that is, if IQM isn’t the better option.
I also hope to recruit more helping hands.