@Redfield
#15521 posted by spy on 2018/02/18 17:47:41
not sure if this help, but the screens are too dark for my tastes
otherwise this is incredible 5/5
Damn Quaddicted!
#15522 posted by Redfield on 2018/02/18 20:43:51
It just figures this would be the case, I never saw the RTCW wad there in that mass of wads. Anyways I'm pretty much done converting the textures over anyway. Yeah the screens are really dark, mostly because coloured lighting sucks.
Redfield
#15523 posted by mankrip on 2018/02/18 22:03:55
I've maxed out my phone's brightness and still can't see anything on those screenshots besides a faint light in the ceiling.
Have you increased the gamma brightness in the engine, and are using low brightness in the map's lights to compensate?
Embrace The Dark!
#15524 posted by Redfield on 2018/02/19 02:57:16
Yeah, I always have gamma/brightness set to 0. Its just a dark room with only dark orange and dark blue coloured lights, cause its dark. DARK! My monitor is set at low brightness as well, and its still very visible on my end, but I usually go about adding white light sources to the map later on to brighten things up. I also just threw those lights in to take a screen, the map isn't anywhere nears complete.
Also yeah I can't see anything on my tablet either so I think I bigger screen makes a difference.
@redfield
I played RTCW recently. Need to finish it though. I had the same idea you are doing now. using those amazing textures for a Quake level. I won't have time for many months to do something so I am very excited to see your work on this!
The screens look promising!
Redfield
#15526 posted by Cocerello on 2018/02/19 19:30:10
fiddle with the colors of the coloured lights and they will never suck.
For the darkness, they are a bit dark but i think that is almost spot on for the first.
#15524
#15527 posted by mankrip on 2018/02/20 03:04:24
I can't see anything on my tablet either so I think I bigger screen makes a difference.
Yeah, I'm on my 40 inch TV right now and can see it. Still too dark to analyze the texture quality, though.
Retroquad
#15528 posted by mankrip on 2018/02/20 07:01:56
Not going to post this elsewhere, as it's very unfinished, but here's a fullbright screenshot from yesterday.
There are dozens of other textures that I've been creating with the same level of quality, maybe hundreds. Still some more hundreds to go.
However, I get easily demotivated when trying to actually create maps. Anyway, maybe someday this will become something...
Then Make Shorter Ones
#15529 posted by Cocerello on 2018/02/20 16:06:49
it will help with motivation
Coce Dropping Wisdom Bombs Like I Drop Post-curry Shits.
#15530 posted by Shambler on 2018/02/20 21:55:01
Serious business. Listen to him.
#15531 posted by mankrip on 2018/02/20 23:55:56
Well, the maps I'm creating are headed towards environment art rather than gameplay, since their purpose is to showcase the renderer's abilities. In the end I'll merge all of them in a single map, if there's enough memory.
Probably the main creative block I'm having is that textures are self-contained. All the ones I'm creating are photosourced, so they only require artistic sensibility, not artistic creativity, while mapping is a more open-ended task and therefore does actually require creativity.
It's easy for me to create photosourced textures, no matter how depressed I'm feeling. Mapping is a lot harder, not just to envision pleasant environments but also to make them fun. It seems to require a pleasant & playful state of mind.
My current approach is to create textures, try to figure out good matches between them, and to create structural pieces out of those matches (walls, columns, ceilings, etc).
Trying to figure out good matches between those structural pieces and creating good environmental structures out of them is exponentially harder. But it should eventually happen.
Didn't Know You Had The Copyright To Them
#15532 posted by Cocerello on 2018/02/21 07:18:52
Shambler, how much for the rights?
Redfield
#15533 posted by adib on 2018/02/21 23:28:53
I think the secret is to light it to let the player see everything, but still trick it into looking like deep darkness. Like night scenes in the movies that are shot on broad daylight with a black background. Maybe high contrast with dark colored lights would do the trick.
This kind of "old mansion" set is one of my favorites. Loving this one.
Hey! This Is A Screenshot Thread.
#15534 posted by Barnak on 2018/02/22 00:04:21
More Sexy Quake Screenshots! Give us an erection, dammit!
Simple And Cubi
#15537 posted by DOOMer on 2018/02/23 12:17:15
I'm trying to make map with Trenchbroom 2.0 instead JACK and Radiant.
https://i.imgur.com/nxkJboU.png
Nice One DOOMer!
#15538 posted by mjb on 2018/02/23 12:44:19
I feel doom stricken already, Keep it up!
#15539 posted by mankrip on 2018/02/23 13:30:06
Classic style. Nice lighting.
Very Dark But Promising.
#15540 posted by Shambler on 2018/02/23 16:26:14
I too like the style.
#15541 posted by DOOMer on 2018/02/23 18:07:58
Thanks for feedback, guys.
I did not work on the lighting at all, just placed the light sources through approximately equal distance between them. Even intensity of not drive the money changers.
Now I hasn't decided to make light in old school or more modern. But in General, the map will be most likely simple by design, doom-like geometry (without a large vertical gameplay).
@DOOMer
congrats looking like you are taking to TB2 nicely.
@dumptruck_ds
#15543 posted by DOOMer on 2018/02/23 23:32:56
Thanks for your TB2-tutorials, it very helpful for me.
#15544 posted by Legend on 2018/03/03 23:39:24
@Chillo
You do some awesome Model work.
The only thing I'm not too fond of in that last ogre is the Silver metalic looking "Q" sign. It's a bit distracting. Your other models in your 1.6 pack are great too.
#15545 posted by killpixel on 2018/03/07 02:45:53
lighting
I recently discovered linear attenuation + fading and some better sunlight shaders :D
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