News | Forum | People | FAQ | Links | Search | Register | Log in
Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
 
god damn, keep forgetting to put a name in. :P 
Well My Shot's Not Really A Pimp Shot 
there's all sorts of little wip-py stuff in that shot i need to finish before i'd present it as pimpable :} 
Top Offic 
ok, here you shotscreen...
http://members.home.nl/gimli/torro.jpg

and here's the fool who�z watching the screen for three days now on testlevel +4 without getting shot while seeing no changes in ...

Full: 96.15%, Elapsed: 58h 20m, Left: 6h 37m, Total: 64h 58m, 89%

Is there life after vis? 
65 Hours Is Long 
But not too long to return to the map and fix those very obvious misaligned textures in the screenshot and elsewhere. I take it you're not using multithreaded WVIS? This should or would have made it much easier, well faster.

Protip if you're enjoying watching progress updates: run vis with -verbose. Woot 
 
i'm pretty lazy, but it kind of bugs me that you've posted screenshots several times of those curving pipes yet have never aligned the textures. :\ 
Onions 
@negke - The map was made playable and only had the textures unfixed. Last testlevel4 was 12 houres, so I thought it would be a short job. After three days today there's no change.

@necros - I almost pearced my eye out getting textures fixed, but I howl on a 3d fucking quark viewer.

I remake the pipes in QRadiant. It seems a pretty sharp carve editor. The more I use it the more I get frightened from Quark. 
I Think We Can All Agree It Would Be For The Best 
except Trinca maybe. And Spirit?

ps - I'm a luddite too, stuck on WC. 
 
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper. 
 
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper. 
 
Or someone needs to get better at mapping. 65 hours, to me, means the map was built in an incredibly non-Quake friendly way. 
So... 
.. I am the most friendly-less mapper ever... (i.e ref to CDA) :P 
 
If your map takes days and days to VIS, using a modern VIS program and a decent machine ... then I'd say, yes, you're not building in a Quake friendly manner. :) Just seems logical... 
 
There's nothing WRONG with that, but it does seem to be evident... 
So What About... 
.. 1218 hours ? And what if the result is worth doing it ? Basically, the result is more important to me than the way to achieve it... though I admit it is better to ease our life sometimes ;) 
 
It almost says, to me, that you're mapping for the wrong game. You want something that Quake wasn't designed to do! 
Totally 
support willem here 
Oh Rly? 
some of the most acclaimed maps in the last few years have been 100+ hour vis monsters, and i'd argue that the vis-unfriendlyness of the layout was worth it for the final effect.

I'd hate to have been denied the masterpieces of tronyn, necros, and the like just because of some arbitrary (and utterly inconsequential to the end user) constraint like how long a compile tool is allowed to take to do its job. 
Addendum 
"utterly inconsequential to the end user"

By that I mean: does anyone here even have trouble running a map in fitz at anything less that 72fps? No matter how big/complex it is? 
Of Course 
everyone is free to map whatever they like. i's just my opinion: if you use certain engine you ought to follow its limitations. i choose this way because it's more fun to map having such limitations and no restrictions on user end. ^_~ 
I Tend To Agree With Vondur... 
... despite with CDA, I decided to say: "fuck the limitations"... well, Quake can be happy I am patient, and the map deserved it at this time

http://lambert.jeanphilippe.free.fr/Screenshots/CDA1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/CDA4.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/CDA5.JPG

... maybe not the better shots but... anyway

Globally I think limitations suck, but with such "old" game, it is obvious the mapper need to deal with it... i was a too young mapper at this time to think about that... hence now I know to occlude in better ways my maps... though... the next project I have is also "wide open"... but far away to be completed actually :P 
Why Not 
split the map up, does it really have to be so complex and big? Most of the original ID maps are short and sweet. Also the texture alignment in that top down screenshot is horrible. You don't need 100+ compiles to fix that, it can be done in the editor!
@JPL, your screenshots are way too dark and flat in contrast.

Taking good screenshots is time consuming and most people spend little thought to the process. A screenshot is the selling point, it should grab the viewer and make them want more! 
R_speeds 
Is there any consensus on what wpoly count is acceptable these days?

It strikes me that this entire issue can be settled if we know what our poly budget is, i.e. what r_speeds numbers are "too much"?

It is rather hard for me to gauge if something is too complex when playing it, considering I can run (the accidentally unvised) Arcanum 4, or the open-plan madness of Unforgiven 1 and 3, on this 5-year-old laptop without it ever dropping below 72 fps in fitz. 
E2m1rq 
Was gigantic, and took 12 hours to vis. TBF I was using multi-threaded vis on a 5Ghz quad-core.

DirectQ is super-super fast anyway :) 
It Really Seems A Bit Silly 
to have tools made to optimize content for 90s computers grind to a halt when a modern computer could most likely display the entire map more efficiently if it wasn't touched by those tools... 
 
Heh, I've often had that thought.

Have any modern Quake engines ever tried just ignoring the VIS tables and just throw every poly in the BSP at the card each frame - compiled into buffers and whatnot for efficiency? 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.