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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Mankrip 
a palette developed with alpha blending in mind

Do you plan to develop a palette? This is something I'd like to see. 
 
Skiffy: No colored lights yet. I've got a plan for that but the engine needs some structural changes.

And the engine isn't robust enough, there's a lot of cleanup and bugfixes to do.

Adib: I already have the method to generate an optimal palette, but it needs all textures to be created first. 
MadFox 
Damn, that's cool! 
MadFox 
Are the window bars double sided? Or do you need two models, one for each side?

Colored glass = solid color testure named with * at the beginning. Its water.

*waterglass1
*waterglassred
*waterglassgreen etc etc 
Tiffany 
The model has a broader width so it will fit in a glass brush of 4 units.
example

I wonder if I can break the alpha 1 to obtain more colours. 
 
404? 
Argh 
I have used the simple glass.bmp with alpha 1.
right link 
Scampie 
I just noted your doom-e1m1 level there, it's funny, cause I saw someone remake e1m1 in UE4 a couple days ago, and it looks so so bad:

http://www.pcgamer.com/the-first-doom-level-has-been-recreated-in-unreal-engine-4/

I told my friend that I can make that shit in Q1 and have it look 10 times better and now I see you did just that =)

The only reason why I shun that remake so much is because it has gotten so much attention around the net and it just strengthens my belief that gen-pop don't understand quality, especially in older games, using old tech.

These Unreal-remakes get's way to much attention, it's not like that Kakariko village level looked any good either, but this guys seems to think so:

https://i.ytimg.com/vi/SOsQ3288SzI/maxresdefault.jpg


Sorry, 0750-hours, before heading to work in a cold Stockholm, rant =D 
Hipshot. 
100% Correct. That UE4 level looks utterly fucking awful in the shots and would still look utterly fucking awful if it had been done in UE1 18 years ago.

And yeah Scampie's pisses all over that not least because Scampie understands high map quality.

FFS. 
Signed Up And Commented Too. 
 
Bloom...Bloom Everywhere 
Are people really that struck over bloom lightning and cheesy shaders? There is a time and place for UE4 but not for something like this. I am fortunate that a community exists that has similar views! :) 
Lmao 
Signed Up And Commented Too.

Never disappoint. 
Also From The Op 
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]

WHO DID THIS 😂😂 
OTP. 
Someone with moderator privileges who is a bit of a knob and abuses them, obviously. 
 
My favorite kind of person. 
Per-pixel Skybox Dithering 
I wasn't satisfied with the Floyd-Steinberg dithering that I had implemented in the TGA loader ages ago. Floyd-Steinberg dithering only works per-texel, which means that its color correction doesn't interpolate at the subtexel level used by the 3D rasterizer and the level of detail gets quite poor when the image is projected in 3D space:
http://www.quaketastic.com/files/screen_shots/scr_0735_fs.png

So, I've ditched it and came up with a 2-step per-texel & per-pixel approach. There's a huge amount of preprocessing involved in this method, so I'm gonna have to make the engine store the compiled data in the disk to make loading times tolerable:
http://www.quaketastic.com/files/screen_shots/scr_0735_mankrip.png

And here's how it looks with a high-res skybox from Arcane Dimensions:
http://www.quaketastic.com/files/screen_shots/scr_0755.png 
Mankrip 
Some way of making textures look more highres, more like "detail textures"? 
 
No. It's about improving color definition, not texture resolution.

Detail textures adds more detail than originally existed, while per-pixel dithering prevents average color loss.

Sometimes I may get a little odd with nomenclature because I'm inventing these features from scratch and I'm not a native English speaker. 
Mankrip 
What you are doing looks great! What engine is it that you are working on? 
Lights 
Maybe this will help a little.

http://www.quaketastic.com/files/LightTest.jpg 
Poison 
Texuring is hard, even if I scramble my skybox. 
Rick 
#13361: I'm guessing that was meant for Specialbomb, but as someone who's still trying to learn the finer nuances of Quake lighting I find that really helpful.

By the way, what (in relatively lay terms) is the difference between wait and delay? I'm sure they're completely different and this is probably a silly question, but I've read necros's guide (before and again now), but I still don't quite grasp the difference between the two. 
Oops, Probably The Wrong Thread For That Question 
 
 
what (in relatively lay terms) is the difference between wait and delay?

delay is just an integer id to denote what attenuation formula the light uses - read the light tool readme to see which number means what.

wait is a float scale factor that stretches or shrinks the attenuation. wait < 1 stretches it (light goes further), wait > 1 shrinks it.

If you use ericw's version of the light tool, the readme will tell you everything you need to know about using lights. 
Thanks, Kinn 
That sort of makes sense now (I mean it's well explained on your part; it just needs to sink in on my end). It'll hopefully become clearer with time and experience, but now I don't feel quite so lost.

And thanks for the tip about ericw's readme. It really is very extensive, but your explanation helps me understand the readme a bit better too.

Sorry for the thread-inappropriate discussion. 
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