Am I Not Right About The Flame, Though?
#15108 posted by Mugwump on 2017/08/03 18:45:09
#15109 posted by Drew on 2017/08/04 04:10:14
flames look good
other shots look fucking awesome
I Agree With Mugwump On Both Points.
#15110 posted by negke on 2017/08/04 09:41:56
The skin looks a bit too simple and comicy, needs some darker ("vertical") parts like the Quake flames.
Id Textures Only
#15111 posted by quakeulf on 2017/08/07 13:58:55
Since I am making use of only Quake 2's internal textures for this to make it as vaniller as possible (meaning you don't have to do anything except for putting the maps in the "maps"-folder and start the game by typing in the mapname or click the shortcut), I have had to make the most out of what is already there.
If anyone can point me to a better texture let me know.
#15111
I think it's really cool precisely for that reason.
@Quakeulf
Fires have different characteristics depending on a bunch of factors. There must be large concentrations of Calcium Chloride in the atmosphere on Stroggos!
https://en.wikipedia.org/wiki/Colored_fire
Go with your vanilla textures. I think you're smart to make this as accessible as possible to a great many owners of the game.
Temple Of The Moon
#15114 posted by Redfield on 2017/08/08 03:34:58
Here is a new screen from my AD map Paradise Sickness:
http://imgur.com/vCdP9Ee
There is a lighting issue that maybe you can spot: The pillar on the right is both a detail brush, with the upper portion being a breakable designed to shatter. The lighting seems to split exactly where the detail brush and breakable meet. The breakable works fine but the lighting is wonky. Can anything be done? Should I make the lower portion a breakable that is immune to damage maybe? In this case why does the breakable appear "darker" than the detail brush?
Any help appreciated, thanks!
Hmm
#15115 posted by ericw on 2017/08/08 04:04:29
I'm not sure what's causing that, could be a bug in the light tool.
One thing you can try is set "_shadow" "-1" on both the func_detail and func_breakable to stop them from casting shadows, in case the func_detail is casting a shadow on the func_breakable somehow.
Another option is to change the solid part of the pillar into a func_wall and set "_shadowworldonly" "1" on both the func_wall and func_breakable, this will make both parts still cast shadows, but only on the world (not each other). This is a new key in the 0.15.10 version of my tools
#15116 posted by negke on 2017/08/11 23:46:07
Note that "_shadow" "-1" only works if the map is compiled with tyrqbsp_ericw 0.15.10 unfortunately.
Smooth Pillars
#15117 posted by Redfield on 2017/08/12 02:03:40
@negke - Yup, I posted this over to the tyrutils thread and ericw and Spike helped me out with this lighting anomaly. I have the new 0.15.10 and it seemed the breakable was being lit differently than the detail pillar because of the way the phong shading was applied.
Because the pillar cracks in half at an angle the pillar end is not flat and apparently this made the phong shading act wonky. But by reducing the_phong_angle to about 45 the shading smooths out and the func_breakable and pillar are lit better. The strange effect is still there, but almost impossible to notice. Smooth like... a woman's legs. The only way I could get the pillar and breakable to light exactly the same was take off phong shading completely, but that is not desirable.
I will point out that I had some other little breakables on the pillars that were strangely shaped, very thin slices, that would break off like Hollywood squibs in a matrix scene. I could not get these to light correctly at all, even with adjustments to _phong_angle. I'm not sure what can be done, but I suggest keeping breakables on 12 sided pillars as simple large chunks with a flat end.
Redfield
This One Will Be Interesting To Animate...
#15118 posted by killpixel on 2017/08/15 01:05:12
started this guy last night
quick mockup sculpt before committing
modeling is slowly getting easier. maybe someday it will actually be fun :/
@killpixel
Niiice. Alreading looking great at this early stage.
Quake 2-stuff Is Here
#15120 posted by quakeulf on 2017/08/15 03:28:31
Observe it on Twitter:
https://twitter.com/Colonthreee/status/897266449563099136
It's the chronologically last map of my upcoming Quake 2 singleplayer-unit btw.
Killpixel
#15121 posted by madfox on 2017/08/15 20:27:02
Looks like a good base file!
Somehow gives me an Archville character.
If you want it animated, give me hint.
Thanks For The Kind Words :D
#15122 posted by killpixel on 2017/08/16 22:47:27
started another one this morning:
heretic sculpt
original doodle from days long past
original sprite mockup
after getting two enemies and a viewmodel under my belt I feel brave enough to tackle something a little more ambitious. it's nice to finally see what he looks like in 3d. now i'll attempt to make him look a little less caco-esque :P (it's not a rip-off if you call it an homage, right guys? ...guys?)
I Like...
how elongated he is in the Sprite mockup as opposed to the others. Groovy design tho. Reminds me of an evil version of Hindu god Brahma. http://www.lotussculpture.com/blog/wp-content/uploads/2013/03/8bc6a-210x300.jpg
@dumptruck
#15124 posted by killpixel on 2017/08/17 00:42:38
yeah, I need to figure out what to do with that area. I put long hair there because I suck at drawing and didn't want to deal with it at the time, same goes for the top of his head. The drawings just serve as notes for when I "do it live" at a later time (which is now). I just overlayed the sculpt with the original drawing in photoshop and they actually line up quite nicely, so that's neat.
I recently discovered the pain elemental from doom 64... so much for having a semi-original idea...
@killpixel
#15125 posted by quakeulf on 2017/08/17 01:52:19
There are no original ideas. It's all about the execution. Take a concept and work on it until it looks good. Iterative design based on existing designs as a base is how most new things come into existence anyhow. When you made the design form the start you must have been inspired by something, so don't worry.
Killpixel
#15126 posted by adib on 2017/08/17 03:10:12
I would call it Taenia, because it reminds me the head of a tapeworm.
I loved the design, congratulations.
Killpixel
#15127 posted by Qmaster on 2017/08/17 03:35:50
All your stuff has an awesome Doom/AD/Retro vibe. Keep it up! Can't wait for your game to be finished.
#15128 posted by killpixel on 2017/08/17 19:11:38
@quakeulf - I agree.
@adib - thanks! Taenia - tapeworm from hellllllll!
@Qmaster - appreciate it. I'm trying to be as authentic as possible, I think it will work out :)
Ok, I'm going to take a break from spamming this thread with non-quake stuff for a while. Here's one last little thing: quick n dirty paintover using new sculpt.
@Killpixel
#15129 posted by damage_inc on 2017/08/18 13:58:38
I'm curious, are you using a hybrid Q1 + Q3 mapping setup?
If so, how did you implement "light styles"? DP's rtlights hand placed?
Dmg
#15130 posted by killpixel on 2017/08/18 17:51:51
Maps are q3map2, I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around on quakeone if that's what you're looking for.
I have since switched back to lightmaps because the massive performance hit of rtlights isn't worth. That means no lightstyles currently, but I intend to get fbsp support into DP at some point.
Let There Be Light
#15131 posted by Mugwump on 2017/08/18 18:54:20
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs. It's a bit of a shame to use an engine that can handle rtlights and not make use of them.
I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around
If your UI is better than these in any way, it would be nice of you to share.
Mug
#15132 posted by killpixel on 2017/08/19 00:25:30
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs.
Lighting each map twice for no real benefit is something I want to avoid :P Lightmaps looks much better than rtlights (AO, bounce, more complex shading in general). The downside, of course, is the lack of lightstyles, but that would be resolved with fbsp.
Our editor is functionally the same as the editors for quake -- just some hotkey differences and default values adjusted to better suit the game's scale, which is different than quake.
|