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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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I'm Guessing 
A bloom alogrithm takes takes pixel information from around a light source, and saturatuates the light onto the pixel and so many pixel around it. At least thats what I'm guessing. For lighter colored textures, you'll see the light and texture bleed together. I think. I'm just guess it's through a pixel shader type thing, more specficly a opengl fragment program (or fragment shader or whatever they are called). 
Okay, 
I should have been more specific. The results on the Ikbase are pretty subdued, so no harm done and could be counted as a visual improvement, but the Slipgate Complex, well . . . maybe it is a judgement call but it appears to me the contrasting materials on the walls and the rivet supports bleed into one another. 
Although, To Be Fair, 
take a look at the wall furtherest to the left on the slipgate shots with the rivets close by you. There is not much illusion of depth built into that texture in the first place ;) 
Oh 
think i see what you mean, on the ceiling, right?
pretty minor to be honest... not something i'd notice ingame. You can also change the amount it blurs and the opacity of the effect so you could adjust the effect till it suited you. 
I Would Agree 
the trade off is only a slight one. What I said before was overkill.

Does the new Dark Places beta support pixel shaders as ProdigyXL mentions above? 
Err 
another empty post in the Arcane Wizard thread... 
Argh 
wrong thread 
 
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].

Or duplicate a layer, gaussian blur it and set it's mode to Lighten, get a dreamy/glowy effect. 
Head 
It wouldn't support pixel shaders as it's an Opengl rendered. In Opengl they are called fragment programs, or pixel fragment programs or something. I can't remember the name off the top of the head, hope I didn't confuse anyone. 
Okay, 
I thought it sounded like it was either a bit of a departure for where Dark Places was headed, or they were integrating Opengl 2.0 compliant code that I have not as of yet read up on. 
My Next Q1SP Project 
I've been torn recently over what Q1SP I should be working on. I've got a few projects with a substantial amount of work poured into them, and I'm currently flirting with all three, rather than sticking to one. So... I'm asking you to choose for me which one should be completed first. Cheers for looking.

http://www.planetquake.com/starbuck/nextmap/

P.S. It feels weird, using this thread for its indended purpose. 
Starbuck 
The last one; the evil doomy gothic thingy. Hands down. 
 
I vote for Oxymoron or Necromodai. Oxymoron looks like a sleek update to original Doom levels - it has that style with the slime and stuff, and I would personally love to play it. Necromodai also looks really good, and it's not a base map, which will be fresh. Not a fan of egyptian, so I won't vote for that one. 
Starbuck 
The first one, the evil overscaled temple thingy.

If only because I like the sound of 12 secrets =). Nah seriously more temple would be cool. Also, you will get it out sooner which will give you confidence to tackle the others. 
I Agree, 
the one that will take the shortest ammount of time to finish is the one I would recommend working on.

Though I too like the sound of the 3rd project the most in terms of personal interest. 
Starbuck 
The Evil Temple Thingy.

I'm not a fan of egyptian texture themes either, but based on the screenshot and description it seems like the one that will offer a good solid chunk of mappage with the least additional fuss. More bang for the 'buck. Ahem.
Whereas Oxymoron with its complicated inception has a number of different elements you're trying to achieve that, while interesting, will take more time to consolidate. I'm also not desperately keen on a Doom-textured Q1SP, but that's merely personal preference.
Necromodai sounds like a major project, one that will require some heart and soul. It would be my advice/experience that you shouldn't try to get as committed to it as you'll need to be while unfinished bsps remain on your drive as distraction.

So, finish the Evile Temple Thingy where it's at. Refine and polish. The texture theme can be expanded, modified or completely changed more easily than brushwork and gameplay and it looks like there's still some flexibility in what you can do with the design.
I absolutely guarantee that you will learn something from completing the map that will aid you when you eventually come back to Necromodai. 
HOLY CRAP 
OXYMORON GOD KILL ME NOW SO MUCH BAD BRUSHES AND WEEKS OF COMPILING THAT CRASH AT 50% NO PLEASE SPARE ME 
Starbuck 
#1: Temple
#2: Oxymoron
#3: Necromodai

However, you _REALLY_ need to work on lighting in Oxymoron. The shot of the map in it's state "a couple of years ago" looks heaps better than the newer one. 
Temple 
 
RPG Spreads Wisdom From The Frozen Northern Lands 
Do 1 or 2 first and then do 3. 
Hmm 
I'd say finish them in the order you've list them.

From what you've said, finishing up the first one shouldn't be too much hassle, then fix and finish oxymoron, and then you can freely concentrated on the big project.

(Although in terms of how much they intrest me, it'd be the reverse order).


Oh, and Oxymoron is that map that it took half of #tf to compile right? 
Colors 
They all look good to me.

Found the miracle of colours in fitzquake.

http://members.home.nl/gimli/quake09.jpg
http://members.home.nl/gimli/quake11.jpg 
Hehehe 
of all the engines to discover it in, it was fitzquake. hehe 
Well 
The thing of miracles is that they're miracles to some, and bad luck to others. Be careful how you use those things, k? 
Way To Go! 
hover that green over some liquid and it will make for either some icky looking slime or some yummy Mountain Dew. 
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