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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Ericw 
You are a god :)

I just ran a pass on my jam3 level and it works great. I need to play with some of the options as the effect seems very subtle by default, although jam3_daz is a pretty dark map so maybe that is it.

More testing required! But I would say it's ready for everyone to use right now. 
 
DaZ - Abandon all subtlety. :)

-dirtscale 2.0 (or higher!) 
So 
Would spotlights on critical points + decent minlight + AO pass be good enough? 
#14663 
Well slap my salamander - that's an incredible effect 
So... 
I understand "dirty" is a not-really-AO version of AO - how exactly does it differ? Because it sure looks like AO to me. 
It Is AO 
 
Oh...... 
Yes sorry I got confused with the q3map3 "-dark" feature, which was the half-arsed version, not this one.

Good good. Just a silly name for it then. 
Nice! 
Source-code not included though? Or am I missing something. 
 
hogsy, it is a diff against a git revision.

Are the original id1 wad files somewhere? I wanted to re-compile all the maps to try this but got a lot of missing textures when I used wads from my collection.

base.wad
jr_med.wad
medieval.wad
metal.wad
start.wad
tim.wad
wizard.wad 
It Works 
with: http://imgur.com/DeokKU6
without: http://imgur.com/xSjYZ6f

Free Beer unlocked. 
 
This is good timing too. Right at the start of a fresh year of mapping. I'm excited! 
 
Anything else we can pilfer from the Quake3 tools? :P 
 
Holy Shit 
 
 
"Are the original id1 wad files somewhere? I wanted to re-compile all the maps to try this but got a lot of missing textures when I used wads from my collection."

Just use bsp2wad and re-extract them. Takes all of a second or two.

http://www.quaketerminus.com/tools.shtml 
Ok This Is Going To Be A Fun Year For Q1sp 
 
:O 
Now I want to recompile all my old levels... :O 
Ugh 
Stop adding new stuff to Quake! I still don't know how to do skyboxes or colored lights or Quoth or knight models! 
Quick, Add Thong Shading Now Just To Troll Zwiffle 
 
Thong Shading? 
I thought that id already did that in E1M3 by the teleporter secret...

Or was that supposed to be the Quake logo? 
E1M3 
Ugh, E1M4 I mean.

More coffee or something... 
 
Dude 
I want thong shading more than anything now! 
Looking Good 
awesome screenshots, WarrenM! Glad to see it working :)

Anything else we can pilfer from the Quake3 tools? :P

heh, that's what I was thinking.. Looks like the most interesting thing is the proper radiosity, but i'd guess that would be harder to copy.

btw here's a neat post in the discussion thread from when this was added to q3map2:

During production of Star Wars: Episode II, ILM didn't have time to render a real radiosity pass for every frame of CG they needed. Where they could get away with it, they used a key/fill/highlight setup, an additional "bounce" light to approximate the predominant color of whatever the radiosity light would be for a given scene, and used an Ambient Occlusion pass to sell the whole effect as true radiosity. You know the old mantra of CG: the look is all that counts.

Since we have real radiosity with Q3Map2, and we have time to impliment it when we compile our maps, we don't really need to use AO to simulate GI. AO does have another effect, though, in that if you add a little noise to the AO pass and multiply it on top of an already-affected-by-radiosity lightmap, a given surface will be made to look "dirty" or "grimy." Like a statue that is tough to clean and is very old or something.
link 
Interesting... 
mainly in that i usually hear GI and AO used interchangeably to describe the same effect. This quote makes a distinction as if AO is a cheap way to imitate GI. 
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