#10675 posted by Kinn on 2014/03/15 16:34:55
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.
Yeah i assume it's shaded based on angle
Chandelier LOL!
#10676 posted by Featheon on 2014/03/15 18:46:58
I don't know if i can make a chandelier:
http://i.imgur.com/sZ8Ieo3.jpg
I Think It Looks Ace
#10677 posted by Spiney on 2014/03/15 19:20:09
The chandelier implies it's a housing environment, now it looks like it's asking for some more decorative elements... tables and book cases near the walls maybe? Floor rugs? Perhaps experiment with the lighting, making the chandelier the primary source? Maybe some wooden bars across the ceiling holding a secret? Just keep doing your thing, sir!
What Spiney Said..
#10678 posted by mfx on 2014/03/15 19:40:37
i like it!
#10679 posted by Lunaran on 2014/03/15 19:56:24
I wonder if an AO technique could actually enhance the base quake aesthetic.
Lun3DM5 has zero pointlights and 100-something sunlights. I really wish q3map2 supported Quake1 :(
On The Topic Of Lighting...
#10680 posted by Featheon on 2014/03/15 20:07:00
I think I might rely too much on "realistic" light sources (torches and lamps). Do you use fill lights often? If so, what kind of attenuation? I usually add a zero-fall or inverse light with low value to create AO effects like that.
#10681 posted by Spirit on 2014/03/15 20:12:28
I did not read all above but DP has a software GI renderer since 2012 if I recall correctly.
A.O.
#10682 posted by metlslime on 2014/03/15 20:59:55
A few years ago I modded aguirre's light.exe to support AO without hand-placing hundreds of lights. The thing is that the "sunlight 2" feature already auto-generates hundreds of lights, but the code clamps the result so that everything looks flat. If you take out the clamping and reduce the intensity of each of those lights, you actually get something that looks like AO. However you need to improve the distribution of those lights to get equal light from all directions of the sky -- the default distribution doesn't spread the lights out uniformly since it doesn't matter when you clamp the results.. Problem: hundreds of really dim lights run into precision problems, so you'd need to do some changes to the intermediate math so you don't lose a lot of precision. But it does look good. I should probably clean up and release that code.
Yes Please!
#10683 posted by Kinn on 2014/03/15 21:07:24
:D
#10684 posted by necros on 2014/03/15 21:22:32
yeah, i'd be interested in that too. i hacked in AO/GI with sunlights but I didn't change the light level data type so you'd just get integer junk which looked ok, but didn't give much control.
AO Light.exe
#10685 posted by DaZ on 2014/03/15 21:47:56
I would love to have a play with that light util if you get some time to release it metl!
You Should Add It To Tyrlite Instead
#10686 posted by Lunaran on 2014/03/16 04:40:52
... I think. Is there a compiler roundup somewhere?
The Grand Hall & Kitchen
#10687 posted by Featheon on 2014/03/17 04:39:16
Wow Looks Good
#10688 posted by Tronyn on 2014/03/17 06:24:39
great work!
Terrific
#10690 posted by RickyT33 on 2014/03/17 10:06:03
I've been mapping a dungeon - this has given me ideas
Feathon
#10691 posted by JPL on 2014/03/17 13:52:49
Nice indeed :)
Sweet
#10692 posted by Spiney on 2014/03/17 14:09:21
I think the transition from wall to ceiling is a bit abrupt, maybe another layer of trim would do the trick. Especially with the protruding wall columns. Maybe lower the brightness of the wall torches a bit and push it some more on the chandelier? The torch lighting trick linked earlier might also help sell the lighting more.
Barrel Vault
#10693 posted by Lunaran on 2014/03/17 19:04:26
This was more evident in the old shot before you put a chandelier in front of it:
The curved ceiling in the first area extends all the way down the hall, but you cap it off with just a 45 degree slope. If you used the same barrel turned sideways & intersecting, the regular square ceiling tile texture would bridge across the seam with perfect alignment.
Looking Good Featheon!
#10694 posted by Breezeep_ on 2014/03/17 20:21:53
Good Eye
#10695 posted by Featheon on 2014/03/17 22:43:45
That's exactly what I ended up doing, Luaran. I decided to move on from that ceiling at that time because I have a tendency for myopia.
I have a mapping question posted in the help forum as well.
Thanks
First Play Test
#10696 posted by Featheon on 2014/03/20 13:35:27
This is the very first section of my map where I believe I'm ready to get advice on the difficulty and monster placement, etc. It is very short scene, but I tried to design it so that the player has a choice in how the approach the battle:
http://www.mediafire.com/download/wjznnigdhkn9shi/dom.bsp
Coloured Lighting
#10697 posted by Tronyn on 2014/03/21 00:22:44
I don't really use coloured lighting in Quake, for some reason it never seemed to work as well as in other games I've mapped for, but how does this look?:
http://www.quaketastic.com/files/screen_shots/colorhall.jpg
I also just suck at lighting in general, which is why I usually make outdoor maps (heh, lighting Arcanum was such a pain in the ass).
It's...
very 1997 ;)
Honestly Tronyn
#10699 posted by mfx on 2014/03/21 00:27:56
that looks terrible.. Subtle is a word used often when it comes to colored lights, but not here.
Tone them down, and don�t use the whole palette, i would advice you to do, maybe even strip them at all and go with fog..
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