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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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Large Areas Consume My Soul 
http://www.kolumbus.fi/ville.nieminen/storage.jpg

Old shot, looks better now. Honest. Crates. 
Fric. 
Nice one, certainly tis' a large area, larger than most in D3. Good style. Brown is the new brown. The crate entrance looks ominous. This one is looking good. 
Looking Good Fric 
Nice stuff there. Like sham said thats larger than most indoor bits in D3 that I can remember. Keep it up. 
Friction: 
looks good mostly, but i see the same problem with the lighting that i saw in some of the id maps -- you have a large area lit by a whole bunch of really small lights, and the result is that the screenshot doesn't gel as a whole. We see a bunch of little bits of architecture, and assume they are connected, but to me they look like they are all sort of swimming in this black soup or something. Like they're a collage put together from various screenshots.

Fewer lights that stretch farther would solve this problem, but i understand that there is a tricky balance with how many light volumes overlap and how many passes there are on a surface. Anyway, that's my complaint.

P.S. I noticed the alpha labs and levels in that part of the game seemed to have the worst problem with this, and starting with the delta labs things seemed to improve a lot in this regard. Not sure if it was just a different mapper or what.

Anyway, if you want more info about this, i can try. It seems like a pretty important part of getting lighting to look good in doom3, but it's hard to explain exactly why it looks wrong when you don't do it. 
I Know Exactly What You Mean 
And i've taken some measures to fix the issue already while doing light optimizations. Color of the day is GREEN and lots of it. Using huge lights with flares up at the ceiling and then illuminating the floor area just with one non-shadowcasting light gives quite good illusion of proper radiosity lighting. Especially when beefed up with shadow casting local lights at logical places. This of course won't keep lightcounts in the red, but careful planning keeps them at least in the green zone. The walkways surrounding the lower area are actually much worse offenders than the pit, pillars or ceiling, but it's not that apparent from that (old) picture. 30FPS at worst at this point.

Btw, ID kinda cheats and uses fog in almost all really large spaces. And go totally overboard with lightcounts at times. 
Been Fixing The Issue, Not Done Yet... 
...but better. (levels adjustment done in photoshop for those unlukcy ones with shitty dark monitors)

http://www.kolumbus.fi/ville.nieminen/progress.jpg 
Texturing 
If you're using D3Radiant, how do you align textures nicely? I've only played with it for a bit, but it seems overly reliant on fit-to-brush. Not being able to move textures texel-by-texel is irritating. 
You Can Do That Actually 
Shift+arrow moves the texture unit by unit to desired direction. Works best on single faces. Rotate with 1 or 0.5 degree increments and then adjust the texture. Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate (If you need scaling, that is). 
Forgot 
You can also use FIT to get texture to fit (duh) on slanted faces that don't encompass the entire lenght of the texture. like those warning stripes. FIT 0.75 vert there i think. Then just fit the straight part with 0.25 and see how they line up perfectly. You might have to do some flipping if texture is mirrored. 
Etc 
Shift+arrow moves the texture unit by unit to desired direction.

I think I've broken something in the config; shift+arrow moves in grid-size unit increments.

Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate

This was what was confusing me, I think. I hope the patch fixes the editor as well as the game :\ 
Nb 
I think I've broken something in the config; shift+arrow moves in grid-size unit increments.

That's a nice feature nb, get used to it and it will save you a lot of time... however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences. That way you can use whatever increment setting you like all the time.

It would be worth getting used to changing grid sizes as needed to more or less finely adjust the texture using the arrow keys, its pretty fast considering that you can just use the 1-9 keys to quickly adjust the grid setting. It will save you time in the long run. 
Things Learned In The Last Five Minutes 
however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences.

Since I'm using D3R, such a preference doesn't exist. I figured that the num-keys were the best thing to use; certainly easier than hammering []. 
I Need 
some testers for a Q1SP beta. System requirements are fairly high for a Q1SP. Please post here or email me (netgames@netdp.com), as I'll need to make sure the public finds the map playable before I release it. 
Hmm 
nb, just memorise 1/(2^x) for x from 1 to 8 
RE: I Need 
I am up for it. 
Tronyn: 
email me with whatever. 
Tronyn 
Sorry to hang out the dirty washing but my e-mail is kaycuffed.

Following error occurs:-

'mapversion' is not a field
'mapversion' is not a field
call1 464(precache_model(precache_model ()
demon.qc monster_demon1
(no function)
pf_precache_model: overflow
host_error: program error

I remember SOA now I've seen it! 
Mike 
Old QMap thread 2001 (also available zipped at my site), GlassMan posts:

too many precached models. Only 255 allowed including brush models. Remember each individual func_movewall, func_illusionary etc etc will count towards that maximum. Use mcache to list them. The items marked *1,*2, etc are your brush models.

it will include all the weapon models, health etc etc..use mcache & you will have them listed. 195 is a _lot_ of brush models.

Also Includes trigger_* brushes

The limit is not 256 'bmodels'. Its 256 models of all kinds. That includes sprites, each type of monster, monsters heads, the bsp of the map itself, weapon models, the rocket model, the nail, gibs the lot. I doubt you would have enough space left for all these models if you have 200 'bmodels'.
 
Ok... 
I don't mind. See on my system this map runs perfectly fine under Darkplaces without lag or errors, and when I play it it seems like the difficulty is reasonable enough... hehe. See, that's why I have testers, as for everyone else it's undoubtedly buggy and impossible :)

So, I guess I could try to reduce the amount of models in the map, but given as it has so many monsters and it is so large, I don't know if it's feasible. Hmm. 
... 
fek, looks like i'll need to use darkplaces too... 
Yes 
As I mentioned in my email (to Tronyn), DarkPlaces was the only engine I found that could run this map. 
Newest Work. 
Here's my newest quake3 work. Been using the oxide textures from Lunaran.
Enjoy :P


http://www.infosprite.com/members/Fjoggs/Fjo3tourney1-16.jpg
http://www.infosprite.com/members/Fjoggs/shot0001.jpg 
Hmm 
The walls in the first shot are a bit too grid like imo, try making the insets wider than the supports, atm it's too many 64x64 panels which make it look overly repeative.

Second shot looks nice, but you might want to think about making some of the insets a different colour (especially the set in curved bit going down the wall and along the ceiling on the left corridor), again to break up the repeative look a little bit. 
What Nonentity Said... 
...but I would add that the theme, build quality, and lighting are all looking good. The second shot is particularly sweet lighting-wise.

But yes, a less panelled look is worth striving for. 
Tronyn... 
did you get my feedback? 
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