A Map I Was Making Back In 2006 That Never Gonna Be Finished
#11425 posted by PuLSaR on 2014/08/03 21:12:55
#11426 posted by Trinca on 2014/08/03 22:23:32
Sure it will :)
Give it a push!
#11427 posted by Drew on 2014/08/04 00:59:01
Push it into MFX's email pls
Pulsar
#11428 posted by nitin on 2014/08/05 03:39:12
that looks good, why will it not be finished?
Agree
#11429 posted by Drew on 2014/08/05 03:55:38
was looking on phone before.
On laptop, those look really nice - very solid theme going on, it looks like. If you don't want to finish, you should seriously consider posting the scraps!
I'm Making Another Map For Plutinya
#11430 posted by Breezeep_ on 2014/08/05 04:21:29
Cool Style
#11431 posted by skacky on 2014/08/05 04:23:54
Yeah Man
#11432 posted by Drew on 2014/08/05 04:31:41
looks classy and interesting.
I love how flexible Doom is in that regard.
#11433 posted by JneeraZ on 2014/08/05 15:27:48
That's cool. One of the rare shots that makes a Doom level look like an actual place rather than an abstraction.
Nitin
#11434 posted by PuLSaR on 2014/08/05 20:35:47
I was making this map for a while a long time ago (textures are mix of speedbase, quake2 and some other wads), then moved to another city without pc, then finished arcanum map, then was busy with real life, then found these screenshots in my id1 folder in 2014. I lost the idea of it. Tho need to check if the map file is somethere at my current pc.
Yo
#11435 posted by tron on 2014/08/08 17:15:55
A rare day with no work and university work I can procrastinate has led to me opening up an editor for the first time in a decent while.
http://www.mapsbytron.com/images/random-temp-stuff/lobby.jpg
Obviously incomplete, just working out a style.
Is That Darkplaces?
#11436 posted by Shambler on 2014/08/09 08:56:27
Looks pretty rad....
Nope
#11437 posted by Tron on 2014/08/09 09:18:44
Doom 3.
Tron
#11438 posted by necros on 2014/08/09 17:44:29
I like it, the ceilings with the inset bits are cool, but the overall shape of that area is quite square. I think it would benefit from either changing the floor height in some parts just up and down a bit or making that left wall bow outwards a bit and to get some angles in there.
Nice vegetation models, btw, are they yours?
#11439 posted by Lunaran on 2014/08/09 19:32:03
the overall shape of that area is quite square.
doom3's rectilinear light volumes perversely encourage you, for performance reasons, to build areas of the same shape.
that's about as good as rooms in doom3 get!
#11440 posted by necros on 2014/08/09 22:05:36
Yeah... I dabbled in D3 for a bit and really disliked that about the lighting. :(
Still, I doubt many people would have trouble running a map with 3 or even 4+ lights on the majority of the surfaces if they are small like the above screenshot these days.
#11441 posted by Tron on 2014/08/10 02:39:05
This is just really a little passageway between areas, if it gets expanded out more then there will be more interesting shapes for sure.
Vegetation models are downloaded from some stock models site, can't remember the name right now. I've been playing with different material techniques to try and get some plants in Doom 3 that don't look like total arse. Having nice assets to start off with certainly helps.
With regards to light counts, Doom 3 is ten years old. I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.
#11442 posted by necros on 2014/08/10 03:38:01
I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.
I think that's a safe assumption to make. I'd like to see some doom3 maps that are in the same vein as modern q1sp where you just make whatever as long as it runs good on a modern machine.
Doom 3 Makes Me Cry Sometimes
#11443 posted by tron on 2014/08/10 16:07:22
I'd been paying so much attention to getting some nice faked bounce lighting going on that I completely forgot to check what any entities looked like in the area. Stuck an imp in and it was half in darkness with ugly solid black shadow that didn't fit in at all with the lighting of the area. Pulled out a couple of the lights and replaced them with a larger one which doesn't look as good but at least things fit into the environment better.
I should have remembered to check that earlier, been caught out by it in the past. That's what I get for not doing any serious mapping for a few years.
Fucking unified lighting. >.>
So not much progress to show, apart from that I've just been experimenting with various lighting tricks like god rays, thanks to help from Zombie.
http://www.mapsbytron.com/images/random-temp-stuff/lobby2.jpg
http://www.mapsbytron.com/images/random-temp-stuff/lobby3.jpg
#11444 posted by necros on 2014/08/10 16:12:14
isn't there a way to use shaders to apply lighting only to some shaders and not others? you could make a new shader for the monsters and have lights that only work on them and not the world. lots of extra work though. :(
You Can Do Exactly That
#11445 posted by Tron on 2014/08/10 16:29:01
Was discussing that idea with Zombie earlier tonight, it's a crazy amount of work though since the tools aren't set up to do it easily.
Doom3 Lighting
#11446 posted by PuLSaR on 2014/08/10 19:19:19
is really painful sometimes. tho it's very powerful, it's hard to make everything look good
#11447 posted by necros on 2014/08/10 20:45:57
If you have the time, painting special light shaders can help a lot.
If you are making world geometry in a 3d editing suite, there's the option of baking on lightmaps as well.
But yeah, it's mainly inflexible unless you are willing to dump tons of time into it.
However, these days I think you could get away with making oversized light volumes with the exponential light shader and lighting areas like you would a quake map...
#11448 posted by Lunaran on 2014/08/11 03:29:44
I painted unique volumetric lightmaps for a silly Quake4 map. Results weren't bad, but it took a while and meant even less flexibility.
Raven added a little fudged normal map contribution to the ambient light shader in Quake4 (Doom3's was just flat diffuse) because we just had to use it so damn much. Every multiplayer map except DM11 had one big ambient light covering the entire thing, because otherwise nobody could fucking see the other players.
Lun
#11449 posted by Tron on 2014/08/11 09:19:06
Replayed Strombine just yesterday checking out that lighting technique you used, I think I'm definitely going to be stealing that gui based interaction system you came up with for it.
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