Awesome!
#12070 posted by
necros on 2015/02/24 04:00:23
how are you doing the fake GI? When I did it, I just spawned a bunch of suns in a sphere and divided the light level by the # of suns. I had to convert all the light variables into floats though because each sun would have like 0.5 light intensity. :P
I also find it is *insanely* slow because each sun is now impacting onto the entire map.
Yeah
#12071 posted by
ericw on 2015/02/24 04:35:53
that's all I'm doing. It's a dome for _sunlight2, and for regular _sunlight I just jitter the angle a bit on each sun to get the penumbra effect.
It is slow, but none of those screenshots took more than about 20 seconds to light (and I'm on a laptop, though it's an i7 quad, so 8 hardware threads.) It'll be a lot worse for -extra4, but even if it's 4 or 5 minutes for the final light compile, that's not bad.
Lol Kinn
#12072 posted by Tronyn on 2015/02/24 05:32:50
"Elder days," I hope you come back one day.
With all this lighting discussion, I am hoping for some help from some of you with a question I have, "WHY SO UGLY!" I have a map whose architecture I think is reasonably okay, but it always looks like shit in-game, and I think the lighting must be part of it. I have looked at it enough to feel stupid even trying to figure it out. I hadn't even mapped this year until a week ago, and I may be living in a tent this summer while trying to finish my Phd (lol)... but nevertheless I am going to annoy some of you (and/or anyone who volunteers) with this question of WHY SO UGLY, posed in .map form, soonish.
Ericw
#12073 posted by
necros on 2015/02/24 05:40:27
I assume you are accounting for how there will be more suns near the poles of the sphere? my problem was I forgot to do that, so there was a much larger percentage of sunlight coming from straight up and less from the sides.
Http://i.imgur.com/zJ3nqFt.jpg
#12074 posted by
Shambler on 2015/02/24 11:07:21
Yeah so you need some texturing, good skybox, bit of fog maybe, looks like a neat village layout for Quakey exploration...
You Fucking Cunt
#12075 posted by
SleepwalkR on 2015/02/24 11:52:20
Don't put urls in the title please kthxbye.
Http://i.imgur.com/XdTlIeZ.png
#12076 posted by
Kinn on 2015/02/24 12:51:53
porblem?
How To Right Click If The Mouse Is Magic?
#12077 posted by
Spirit on 2015/02/24 13:17:54
#12078 posted by
JneeraZ on 2015/02/24 13:27:38
Oh, hey, instead of just making it clickable here are 3 steps that are super easy instead ... wat?
Bitches.
#12079 posted by
SleepwalkR on 2015/02/24 14:35:52
Just put the URL in the body.
#12081 posted by
Kinn on 2015/02/24 16:27:44
Just sayin' it's not the end of the world you know?
Kinn Should Write A Book
#12082 posted by
spy on 2015/02/24 18:05:17
i believe his a great writer
And He's My Favorite Poster Right There
#12083 posted by
spy on 2015/02/24 18:06:25
For SleepwalkR
#12084 posted by
- on 2015/02/24 19:59:33
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Http://i.imgur.com/zJ3nqFt.jpg Just In Case.
#12085 posted by
Shambler on 2015/02/24 20:29:53
But nice on Scampie that's solved that.
Somehow I Knew This Would Happen...
#12086 posted by
SleepwalkR on 2015/02/24 20:39:46
#12087 posted by
hypnos on 2015/02/25 03:06:59
funny someone else is working on foliage at the same time, well here's my attempt at it:
https://www.flickr.com/photos/129414687@N03/16453403469/
Foliage?
#12088 posted by
killpixel on 2015/02/25 05:09:54
I've tried that recently. And by foliage I mean shitty, drippy slime and dopey ass looking plants.
Wow Really Cool Shoots
#12089 posted by Tronyn on 2015/02/25 05:35:05
What game is that? Potions, zombies, trees, looks great.
REAlly liked the Quake shot as well; Cyclopean for sure. Loose stones are a nice touch.
#12090 posted by
hypnos on 2015/02/25 07:22:03
cool! I think this is going to be a good year
Yes
#12092 posted by
ijed on 2015/02/25 13:11:20
Foliage is the hot new stuff it seems.
The maligned and yet mighty {
And just as EricW starts putting together lighting models that are especially suited to open terrain.
I Like It
#12094 posted by
Kinn on 2015/02/25 13:24:53
crisp, crunchy, old school foliage, fits with the aesthetic whilst progressing it in a way that's perfectly cromulent to quake traditionalists imo.