#11950 posted by
necros on 2015/01/10 03:49:13
I started trying to use DP to get some cool texture effects going, but the shader tech in DP has some pretty severe limitations and being spoiled by Doom3, I kind of grew frustrated with it.
And then there are some fundamental changes to how some things work in the engine that break some QC stuff that relies on the original behaviour and tracking down the console variables you need to set to revert back to the old behaviour is annoying.
#11951 posted by
JneeraZ on 2015/01/10 12:35:30
"I go back to fitz and other engines are find them a bit vanilla"
That's what the rest of us LIKE about those engines. :P
#11952 posted by
negke on 2015/01/10 12:58:24
DP is great. It's just that to me and the way I generally use Quake it feels too "awkward" to use compared to ports like Fitz/QS - too complex in its usage and features/settings, too slow in terms of loading times.
In a larger, more active community, I guess it would've been more established as a modding platform, similar to ZDoom, but Quake doesn't have that anymore. For the remaining people the costs of making something DP-only may not justify or outweigh the "costs" in most cases.
Or The Other Way Around?
#11954 posted by
negke on 2015/01/10 13:01:56
Damn it, someone make me a moderator just so I can edit my stupid posts..
Kona
#11955 posted by
nitin on 2015/01/10 13:05:06
what willem said, it's hardly a gfx fancy game in terms of content.
It Just Keeps Getting Bigger!....
#11956 posted by
Skiffy on 2015/01/10 16:07:23
So yea.. it keeps going. And I have a few other sections I still need to brush out! Madness. I am enjoying this mapping thing though.
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_06.jpg
Great Stuff.
#11957 posted by
Shambler on 2015/01/10 16:56:38
Some interesting designs in there. See if you can work on interconnectivity a bit too.
Sky Vs Sky
#11958 posted by mfx on 2015/01/12 23:45:06
old sky meh:
http://i.imgur.com/Aas7Mtn.jpg
new skybox hotness:
http://i.imgur.com/MSq6U56.jpg
Note the nice new knight.mdl. Aww.
I think the new sky/fog looks way better.
Reminds Me Of
the town of Laketown from The Hobbit.
That Looks Waaay Better Than Before
#11961 posted by
RickyT33 on 2015/01/13 00:12:15
I like the tone of the rocks and the sky....
#11962 posted by
skacky on 2015/01/13 00:39:48
Yeah new sky/fog looks definitely better.
That Water Surface On The Old Pic Looks Very Wrong
From Warren
Dunno What AO Is.
#11965 posted by
Shambler on 2015/01/14 20:57:42
but I know that's some nice design there :)
Shambler
#11967 posted by
Kinn on 2015/01/14 21:35:59
look in the mapping help thread for more of the pretties.
In short - we have a new toy!
#11968 posted by
madfox on 2015/01/18 04:18:14
qriple zomby
info_light makes the light origin so dimm,
hard to believe that spots emmiting so much light.
already over 720 ents while the limit is 620.
Looks really good MF. Definitely need to get some small radius lights near those light textures. Other than that though I'm liking what I see.
Madfox
#11970 posted by
Breezeep_ on 2015/01/18 05:09:24
Those screenies look like '96 - '97 era screenshots.
Do you have an old PC? (just wondering)
#11971 posted by
ericw on 2015/01/18 05:26:30
Looks really cool overall, Madfox! Agree w/ fifth on the light fixtures; it looks a bit weird to have a nice cone of light hitting the rocks, but the fixtures themselves are dark.
In those screenshots at least, the skybox brightness is also a bit overpowering, maybe they would fit in better if darkened a little in an image editor?
Bleh
#11972 posted by
madfox on 2015/01/18 05:44:50
@-5th All the info_light have an upper light, but that makes the entcount so hight.
I tend to a light0.3 with dist0.7 and range0.7 -light15 for a large area soft ligtning.
@-uaddy Quake screens always are point of taste.
Sometimes I can't see a thing.
This case was I support them on my own site and they were low jpgs.
I turned them into high, hope you see.
@-ericw you're right about the skybox, but it's the fog0.02 that's causing it. I changed the boxtga but it won't work, only clearing out fog, but then they're so awfull cliffdemon it cries out colour. Or no fog and soften the original.
Ah Cool
#11973 posted by
ericw on 2015/01/18 09:35:51
For fitzquake family engines, you can set "r_skyfog 0.1" to reduce the fogging of the skybox (default is 0.5)
Make another light near the light texture itself with a small radius (like "wait 3" or something")... pretty much standard practice for the type of light you've made.