#14500 posted by Newhouse on 2017/01/19 13:58:28
Correcting typos.. retrojam6*
Naitel And Newh
#14501 posted by adib on 2017/01/19 14:37:13
Naitelveni since you're already nailing it, I would go further and dare more contrast. Backup your work and light up this lava, make it look hotter. You could try a little stronger and darker sky light as well. And I would choose a skybox that matches the color you chose for the sky light.
Newhouse, it looks great, but don't you think the doors should have light fixtures? Maybe the doorway could have a texture like this one you used on the open door.
@adib
#14502 posted by Newhouse on 2017/01/19 15:13:09
Sorry I'm still noob with these lighting techniques, what is light fixture? I just placed on back and front these delay 0 lights to high-light them a bit.. also I tried that surface lighting, I put on sides of doors surface light textures and they worked tbh. If light fixtures will look better, then I gladly would like to try them out.
Also that glowing window used surface lighting.
Newhouse
#14503 posted by adib on 2017/01/19 15:28:03
A light fixture is a lamp, for example. What I mean is: your light is more believable if it looks like coming from a source. The surface lights you made are perfect: it's lamp textures "emitting" those lights. That metal plate full of little spots make perfect sense. But when I look at the doorways, where is this light coming from?
#14494
I wanted to do a lighting thread for a while now, I have an idea for it but I'll have time in a month or so.
@adib
#14505 posted by Newhouse on 2017/01/19 16:16:29
Yes, indeed I didn't use this door light logic yet in that scene. But basically I will turn on lights when door opens. It will not be as pretty as in modern sci-fi bases, but at least something. I have couple ideas how to make it look natural yet cool (we will see).
Also I added couple lights inside those slots where doors goes in when opened, I wanted them not to be pitch black.. maybe I just need to turn down values a bit.
Of course for some doors I will add extra lamps in front and back. But it really depends on the scene I will set up.
Hc1beta: "implo1t Dys3ngage" Beta
#14506 posted by hexcalk on 2017/01/21 22:49:23
So finally, I just have this map almost complete. It has Daikatana textures and is Japanese-themed.
Here is the Quaketastic download link: http://www.quaketastic.com/files/single_player/maps/hc1beta.bsp
Remainder
#14507 posted by hexcalk on 2017/01/21 23:07:30
The skybox in hc1beta is from ikbaseq3.
Hc1beta Screenshot:
#14508 posted by hexcalk on 2017/01/21 23:15:31
#14509 posted by khreathor on 2017/01/21 23:23:00
Map is super bright and textures have fullbright pixels. You should fix this.
Map need some balancing for sure and exit portal :D
Other than this it feels like Shadow Warrior :D
I have a demo if you want.
Yes, Demo, Yes.
#14510 posted by hexcalk on 2017/01/21 23:31:50
Demos are accepted, khreathor. :D
#14511 posted by khreathor on 2017/01/21 23:50:00
@hexcalk
#14512 posted by khreathor on 2017/01/22 00:51:56
Please redownload this demo zip. I'm an idiot and I packed bsp instead of a demo... but link is fixed now.
@khreathor
#14513 posted by hexcalk on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
@khreathor
#14514 posted by hexcalk on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
I Almost Died An 'asian' Jam
but I thought egypt was a bit more accessible. Nice work though.
@hexcalk
#14516 posted by DOOMer on 2017/01/22 10:38:00
Please relight your map. It is very bright :(
And add some ammo and item_healt in the area around the "pyramid". Please some
@DOOMer
#14517 posted by hexcalk on 2017/01/22 10:48:15
Now I uploaded hc1, and I will reupload it to add ammo and health to that area.
Hc1 Reuploaded
#14518 posted by hexcalk on 2017/01/22 12:09:46
hc1 was reuploaded one hour ago. Thanks for your patience.
Pixely Portals Provide Passage To Peculiar Places
#14519 posted by killpixel on 2017/01/23 01:56:15
#14520 posted by mjb on 2017/01/23 02:34:38
Awesome!
This is good stuff coming from you man.
Premature Presentation Of Pixels Proves Preposterous
#14521 posted by killpixel on 2017/01/23 04:06:19
light rays now reveal teleport destination
@Bloughsburgh - thanks! I wasn't happy with my previous portal tests and I've been meaning to tinker with some particular shader stuff, so this was a good way to kill a few birds with one stone.
#14522 posted by dwere on 2017/01/23 04:09:50
This is some purdy stuff.
Is it going somewhere or are you just experimenting at this point?
Thanks Dwere
#14523 posted by killpixel on 2017/01/23 04:27:55
immediate goal, get stuff working. long-term goal, a game.
Nice Torches
#14524 posted by khreathor on 2017/01/23 04:43:18
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