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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.

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Got back to extending the Daikatana menu...
http://i2.minus.com/irXk0cibBM5HB.png

Greebles, too much! 
Nice! 
I always loved the texturework in Daikatana 
I Like It Too! 
Neat work! 
Button Overload 
I need some brand new spanking skyboxes for my ITS mod and I downloaded the latest Terragen. Compared to the previous version I used years ago it sure has a lot of new menus and buttons to play with!

First try at a Terragen 3 Skybox, Moonlight Crater 
Excellent Color Choice! 
 
Not Used TG In Ages 
but I might have a tinker with it for fun 
Tried It. 
Don't like the new GUI... really confusing to me, reminds me of the new Kismet system for Unreal. 
Very Nice 
atmosphere reminds me of Zendar but with Quake purple sky (no wonder OTP liked it!) 
More Doom Stuff 
Looks Good 
so far. Keep it up! 
 
You have a thin stripe of brown bricks on the floor (second shot). Something tells me it wasn't intentional. 
Vaulted Ceilings And Splayed Archways 
Working on my brush techniques. Bright enough?

http://i.imgur.com/e32Bp2Z.jpg 
Shadow On The Dragon Door Looks Too Black 
but other than that, looks great. maybe some chandeliers or rafters to break up the uniformity of the central vault? 
Agree On Chandeliers 
Pillars in the middle could go a long way too. Anything to create a little bit of parallax goes a long way. 
I Like 
The shadows cast by the wall torches. It's almost like some sort of fake AO effect.

I wonder if an AO technique could actually enhance the base quake aesthetic. All the big bulky architecture could possibly make it look really nice. It looks fantastic in Minecraft (I think they use some sort of fake AO effect there) and really makes the blocks pop.

I've never seen a Quake engine with AO and I can't force it on in any of the nvidia drivers for Quake engines.

Eh a bit of a tangent :) Nice shot anyway, agree with others re: door. It should be brighter. I think some ceiling detail is needed as well. Perhaps some supports coming down from the ceiling into the room. 
Featheon 
Brushes look good! But the torches, maybe try this

http://necros.fov120.com/post.php?postID=5 
Ambient Occlusion 
If you map using Radiant you could do a test with Q3bsp + Q3MAP2 inside FTE or DP, which has the 'floodlight' and 'dirty' compiler switches. Essentially a form of AO. It can also do bounced lighting. Otherwise just spamming a ton of large radius low intensity lights in a 3D grid kind of works, though it won't give you the high res crispy-outlines kind of AO. 
Actually 
#10667 
yeah that is bloody good, as as the chap says himself, it's fairly easy to spam a load of lights around like that.

That said, AO done in light.exe would be nice 
Knee Deep In Mapping 
That Should Be 
On the wiki. 
#10667 
That looks great, and is basically what I was rambling about :)

Something like that works great outdoors, I wonder how it could be used for indoor stuff as well. Perhaps creating an array of minlights around prominent indoor light sources as well? I would have to test it but it could work. 
#10664 
The shadows cast by the wall torches. It's almost like some sort of fake AO effect.

I wonder if an AO technique could actually enhance the base quake aesthetic. All the big bulky architecture could possibly make it look really nice. It looks fantastic in Minecraft (I think they use some sort of fake AO effect there) and really makes the blocks pop.


Unreal (1) had a nice effect that I always liked as it made things seem really solid - I think it just darkens the seams where polys meet in a concave way.

Also, q3map2 has the -dark switch, which

"Enables darkening of lightmaps at brush/lightmap seams. Sort of like a half-assed occlusion pass, ends up looking a bit Unreal 1-ish. Very subtle."

I'll add it to my tyrlight wishlist... 
 
It did make it virtually impossible to do rounded concave corners that didn't look like ass though.

I always assumed Unreal didn't pad edge pixels in the light maps, causing interpolation to leak in the black margins around the edges.
I'm not sure if that's what was happening or it had something to do with the light attenuation formula. 
 
if it always darkened edges the same amount it wouldn't be good, but if it took into account the angle between the faces and interpolated between vertices, it'd probably be pretty awesome. 
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