#14017
#14018 posted by mankrip on 2016/10/25 23:43:10
The noise in those articles is for modifying channel intensity; this requires a RGB framebuffer, but Retroquad's renderer operates in 8-bit indexed color all the way (all RGB color operations are precomputed upon loading).
Even if I were to try implementing that as a brightness modifier only, all the different dithering kernels in Retroquad must stay aligned in a very specific way for all the different blending and smoothing operations to work properly; some of the kernels took me weeks to figure out their best layout. And shifting the layouts of all kernels together gives abrupt results, which doesn't look good when animated.
Addendum
#14019 posted by mankrip on 2016/10/25 23:55:20
The most effective way to achieve an animated grain look would be to blend an animated texture over the framebuffer; this way, the kernels would still be static, and kennel alignment would be preserved.
But of course, this would slow down the rendering some more.
Autocorrect Fail
#14020 posted by mankrip on 2016/10/25 23:56:16
#14021 posted by muk on 2016/10/26 03:55:33
"i should post a screenshot. first im gonna do some touch ups"
repeat ad infinitum
ill try and break the cycle in the next few hours...
Mukor
#14022 posted by mankrip on 2016/10/27 05:19:20
Don't be shy.
This screenshots thread is for unfinished stuff. To get feedback about unfinished stuff, there's no need to finish it.
#14023 posted by muk on 2016/10/27 08:04:47
I conquered a massive design block the other day so my confidence has gone up quite a bit.
I think i bit off more than i can chew in regards to scale. Ive only two out of five areas done and im already 5k units in size...i thought my whole map was gonna be this big..
#14024 posted by muk on 2016/10/27 14:07:01
http://imgur.com/IlLznKN
http://imgur.com/WWkCW9S
itll be a bit before i get some compiled shots.
AD mod, of course. Necrokeep inspired, if ya couldnt tell...:P
Sweet!
#14025 posted by Mugwump on 2016/10/27 14:14:55
Mukor
#14026 posted by mjb on 2016/10/27 15:00:23
That looks fantastic man, nothing to be self-conscious about!
The front facade looks great, if you are looking for criticism perhaps add some background brushes past the rock wall so it doesn't just cut to skybox.
Look forward to more of your progress!
Mukor
#14027 posted by Newhouse on 2016/10/27 16:32:17
Really good looking, interested to see how you're going to use those wide-open areas, a lots of flying monsters I assume* (If I can see correctly, there is one soulless placed already).
Mukor
Looks awesome pal, keep it going! :)
#14029 posted by muk on 2016/10/27 22:57:45
Thanks everyone!
@bloughsburgh exactly whats in store once the main bits are nailed down. the rockwall will get some hefty vertex manipulation as well. trenchbroom has given me a lot more confidence in my brushwork with the clipping tool and vertex manipulation. all my prior experience was in hammer, and as great as it is, I always felts weighed down in some ways. I imagine it was that I was trying to map for Counter Strike and it requires too much "realism". Every room had to have a purpose and a rhyme and reason. Quake has been a breath of fresh air to map for.
A big thanks to the Sock and the AD development team for all the fun stuff to play with! Also, sleepwalkr for Trenchbroom!
Mukor
#14030 posted by Shambler on 2016/10/28 20:28:24
Looks well nice, apart from that rock texture. Good stuff.
New QSS FX
#14031 posted by mfx on 2016/10/28 22:09:20
Mukor
#14032 posted by mfx on 2016/10/28 22:21:58
Looking great btw, try changing the rock texture as shambler already said.
Go map!
That Looks Amazing MFX
#14033 posted by skacky on 2016/10/28 23:10:38
Also really digging your screenshots, mukor!
God Damnmit MFX
#14034 posted by Breezeep_ on 2016/10/28 23:11:06
Stop being so good at quake mapping
How To Stop
#14035 posted by mfx on 2016/10/28 23:22:36
a derailed train?
Another One
#14036 posted by mfx on 2016/10/29 01:22:18
Just Nuts
#14037 posted by mjb on 2016/10/29 01:32:09
You really are hyping up something incredible here man!
You're A Wizard, MFX.
#14038 posted by Breezeep_ on 2016/10/29 03:58:26
#14039 posted by muk on 2016/10/29 05:47:10
Thanks everyone. Im looking to get this finished up by new years so i can utilize some free time next year for my next offering.
The rockwall was a placeholder so i didnt pay it much attention. Now that its been pointed out, that texture is horrible as it tiles way too much.
MFX: cant wait for the release...is it for AD 1.5?
Not Dead Yet (insert Zombie Noises Here...)
#14040 posted by Tronyn on 2016/10/29 05:49:01
Are editor shots the new normal? Should Tronyn release further maps or just fuck off? Will Trump or Hillary win the election?
http://www.quaketastic.com/files/screen_shots/River_of_Fire.png
I'm mainly just trying to demonstrate that I'm not dead yet. The "final Drake" may resurface yet, with the help of God (or Satan, if you're one of those who hates my maps).
Damn Tronyn!
Looks gothic AF, love it!
That Looks Very Nice!
#14042 posted by PuLSaR on 2016/10/29 15:02:45
I hope to see more new maps from you soon
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