#10725 posted by ijed on 2014/03/23 00:49:07
Can you add colour to minlight?
#10726 posted by necros on 2014/03/23 01:09:44
with MH's version based on Aguire's you can. Maybe tyrlite too?
sunlight: _sunlight_color
sunlight2: _sunlight_color2
minlight: _color
#10727 posted by necros on 2014/03/23 01:10:58
and actually... now i come to think of it, it's not the minlight you would add color too, it's sunlight2 because you only want the colored shadows outdoors which is what sunlight2 is for.
sorry about the earlier post!
5th
#10728 posted by mfx on 2014/03/23 01:23:00
forget the shit i wrote, obviously i am getting it wrong:)
My anti-knowledge is self-embarrassing as fuck..
Necros is right, thanks for explaining, now my map needs some retouch i think..
Promise Keepers
#10729 posted by Tronyn on 2014/03/23 03:24:55
I abuse global minlight. My lighting abilities are abysmal so I use lots of monsters to cover that up. With your help I will light my next level properly.
In solidarity, and with Jesus' love.
Good Lighting
often means you have to make the lighting unrealistic or impractical for it to look nice. I will often obscure lights in a stupid way to cast shadows, in a real-world situation you'd be a maniac to do this but for a game it creates interesting shapes and can often disguise more simplistic geometry (id often did this for this very purpose).
Lighting large areas means putting a wide-area light (or multiple) inside the skybox, this is almost the same as having minlight as you get large coverage but you also get the advantage of dark shadows for contrast.
I find lighting the easiest part of mapping, the hard part for me is making interesting combat situations (especially when it comes to end of map combat as a big finale)
Load Zendar In Fitzquake
#10731 posted by Lunaran on 2014/03/23 19:35:38
and run around it with "r_lightmap 1"
It might be that we're used to Quake having all white light, it might be that the palette doesn't work with a broad range of strong tints, or some of both, but there are really almost no cases in Quake that I can think of where even remotely saturated colored light (more than 10-20%) actually looks good. Maybe lava.
However, as with any lighting, subtle colors well-chosen can look terrific. This is true in any game, but especially Quake.
Infinite Lights
#10732 posted by ericw on 2014/03/23 19:57:11
i've been having good luck with infinite lights: the shadow cast by the beam in the first shot, and the starlight in the second shot is from one point light on each side of the skybox (it's currently a map inside of a giant cube of sky..)
http://quaketastic.com/files/screen_shots/ericw_station_1.jpg
http://quaketastic.com/files/screen_shots/ericw_station_2.jpg
The red light from the slipgate in the first shot is probably oversaturated.
For the second shot, I need to do something with that wide swath of flooring, for both gameplay and visuals.
Crate Labyrinth?
#10733 posted by ijed on 2014/03/23 21:06:40
That Second Shot...
#10734 posted by Breezeep_ on 2014/03/23 22:51:11
I like how you added transparency there.
2nd Shot
#10735 posted by Cocerello on 2014/03/24 17:36:18
The brushwork and lighting is good, good work!, but ... the textures are a bit too different in there, the ones on the right look plain compared to the ones on the left that look colorful in comparison. It is like looking at two different maps.
And are you using blue fog? it goes well with the brushes at the bottom, but doesn't look so well for the sky. Maybe it is that i never got the fog right in Quake 1 ...
- First shot looks very promising.l Maybe some detail in the wall around the door, make one of the panels go 8 units out of it.
Where is the transparency? I can't find it, RoQ. I got interested.
- About Tronyn colorful screenshot, i agree with Quaketree there, could look good on an otherwordly theme or for a for the fun map. But above everythihg, keep trying, maybe you'll get something unexpectedly good.
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.
#10736 posted by ericw on 2014/03/25 22:47:48
thanks for the feedback. The textures in the second shot do clash, it's sort of two bases in one map (an idbase-textured base, and a rusty ogro and speedbase textured base). I'll try to do something to fix the part on the right where the rusty wall panels are touching the idbase chunk.
There is a faint blue fog, yeah. "0.015 0.01 0.02 0.04" maybe it's too blue?
The bars of the ogre cage are a doom sprite displayed with a (quoth) mapobject_custom. I love sprites! Only problem is they render as fullbright, so you have to have a bright light on them to hide the fact. you can see the grill sprites by the slipgate in the first shot stick out because the brushwork isn't lit enough.
ijed, yeah a crate maze could be good, I'll try it out.
#10737 posted by Spiney on 2014/03/26 00:07:58
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.
Thank god we still have Madfox 8-)
Madfox's Brushwork ...
#10738 posted by Cocerello on 2014/03/28 20:53:52
... isn't experimental, his layout is. His brushwork, more than classic, should be classsified as idish in style.
Recent examples of experimental maps, i would say, Nyarlahotep, ITS, Ascending as descending, sm170, sm172, etc.
#10739 posted by Cocerello on 2014/03/28 21:19:21
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg
I haven't goten any good lighting into these after hours of tries. I want it so the monsters are lighted when they go near the torches but are mostly in the dark the rest of the time, but i don't want to lower the torches even more. I suppose the answer is doubling the number of lights, but ...
http://www.quaketastic.com/files/screen_shots/q73v03_400_3.jpg
http://www.quaketastic.com/files/screen_shots/qep73v03c_400_2.1.jpg
Any ideas for this ceiling? Nothing i tried convinced me. The lighting will change in the future.
http://www.quaketastic.com/files/screen_shots/qep73b03.jpg
#10740 posted by necros on 2014/03/28 23:33:33
if you can't figure out what to put on a ceiling, just cloak it in darkness! :D
for the first shot, there isn't much you can do to make better lighting there because the brushwork doesn't really allow for anything. if you had rougher stones and things jutting out that could cast shadows, that would certainly help.
for the second and third shots, try putting the light down by the base of the pillars instead of high up and put them in the little corner where there's the inset arch so it casts shadows.
Chugging Along...
#10741 posted by Breezeep_ on 2014/03/29 03:09:26
#10742 posted by necros on 2014/03/29 04:04:02
looks like it's coming along quite well. one thing i really like about doom mapping is just how fast moving the whole process is.
just be careful with doing the lighting effects because if you need to change the area later, it can be really annoying having to deal with all those sectors.
#10743 posted by Drew on 2014/03/29 19:08:38
looks good.
I really should try doom mapping some time
#10744 posted by necros on 2014/03/29 20:17:07
it's fun and easy to get into!
doom builder: http://www.doombuilder.com/
slade (in beta): http://slade.mancubus.net/
Love Doom, don't really play too many custom maps though.
Personaly,
#10746 posted by Breezeep_ on 2014/03/29 21:39:12
I recomend GZDoom Builder.
My First Quake Map
#10747 posted by brown96 on 2014/03/31 18:25:57
I Dig It.
#10748 posted by czg on 2014/03/31 18:46:18
I Also Dig It
#10749 posted by RickyT33 on 2014/03/31 19:06:51
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