 Hmm.
#1699 posted by Shambler on 2005/01/26 02:10:50
1. Any worthwhile D3 maps will need to break free from the constraints of dark-ish, tech-ish corridors that the game itself did plenty well enough.
2. See 1.
3. Looks like the actual build quality is fine though.
 Looks Alright
#1700 posted by starbuck on 2005/01/26 08:02:21
doesn't look very inspiring, but the architecture does the job, quite solid looking map. I agree with Shamblers sentiment about how breaking the boring dark corridor convention would make the map more worthwhile, but it's often a positive experience to follow the norm once, just so you have a solid grounding when you deviate from it.
I say run with this, don't worry about making anything groundbreaking, and then next time start experimenting. Map on!
 On Textures In D3,
#1701 posted by necros on 2005/01/26 10:45:35
do they need to have bump maps and specularity things and all that stuff, or would a texture in d3 look ok with just the diffuse part provided it was high res enough, say like 256x256 or 128x128?
 Nec
#1702 posted by ProdigyXL on 2005/01/26 11:13:25
You can simply choose to have the lights not cast the bumps and specularity textures, but it's not pretty. Much of the textures look like ass (usually) without them. I'd recommend at least 256 if you weren't going to create bumps or specs.
 Errr
#1703 posted by DaZ on 2005/01/26 11:15:06
well the textures without bump/spec maps would stand out like the ugliest of sore thumbs! Thats for sure.
 Well...
#1704 posted by necros on 2005/01/26 14:31:33
say all your textures were like that.
 Necros
#1705 posted by bal on 2005/01/26 15:27:08
The map would look pretty bad, doom3 lighting doesn't feel so good without the bump and specular. =\
 Ah, Ok.
#1706 posted by necros on 2005/01/26 15:29:10
i was affraid of that.
i guess i'll have to wait until some nice non d3 style texture sets come around with their own bump mapping and such.
 Or...
#1707 posted by Shambler on 2005/01/27 01:32:12
Just dig deep in the D3 texture set and use your creativity...
 Nah...
#1708 posted by necros on 2005/01/27 09:15:53
i'm not really a big fan of d3 textures... granted i haven't looked at every single one closeup, from what i remember in the game, none of them really were what i was looking for.
 One Possibilaty, Necros
#1709 posted by HeadThump on 2005/01/27 13:50:06
is to use a displacement vertex painting script on an existing texture set that you do like.
http://www.elysiun.com/forum/viewtopic.php?t=23739
line the texture up neatly on a flat plane, work the shape over until you get the results you are after, and either take a high rez targa shot of it or export the new base model.
I haven't used this methodolgy with D3 but it works well with Irrlicht.
 Dooom3
#1710 posted by cant map on 2005/01/30 07:48:08
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3
btw turn off bump and spec in game prefs (dont have to vid restart) and see
HeadThump: need to fuck with Blender3d ?
necr: u want gothic texes?
 Slope
#1711 posted by HeadThump on 2005/01/30 10:27:26
The material support in the 2.3x releases have been great for my texture creation, but the interface is still not the most intuitive in the world.
of course, if I could afford zbrush 2 I would pretty much ditch blender3d. A lot of the import/export scripts are buggy to put it mildly.
 Specularity II
#1712 posted by Lunaran on 2005/01/30 13:14:06
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3
From a texture artist's perspective, that's a no. Everything has at least a tiny bit of specularity to it, even wood and skin. Fleshy bits and the admittedly rare wood surfaces in doom3 all do have specular maps - the histogram never reaches above 8% for any of them but they are still there.
#1713 posted by cant map on 2005/01/31 00:37:16
still, less specular would help to achieve more realistic look
btw in a game world u could pretty much round off small values since its not near perfect simulation
 Q1 DM Beta Testing Needed
#1714 posted by . on 2005/01/31 15:51:15
http://www.phait-accompli.com/q/ph8dm2/
I was about to beta test this in #tf but that did not happen. I need 2 people if Kell is still able to help, else I'll need 3.
Anyways, in it's prior version it was beta tested between pope, blitz and zwiffle and I got some suggestions and have implemented most. Right now I am thinking of what to do with the main room as it's kinda bare.
If you want to help beta for the revision, you can message me:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
Thanks.
 Yarr
#1715 posted by necros on 2005/01/31 20:48:20
i'll help test. i don't have the first two message services and you aren't on msn.
but yeah. i don't get to play q1dm often, so it would be fun. ^_^ of course, _when_ you plan to do the test would matter...
 Phait
#1716 posted by Jago on 2005/02/01 03:46:05
I can't test your map now since I don't have access to my PC atm (and won't have for at least another month), but shots 5.jpg and 7.jpg are showing much promise in the layout and style departments.
 Blitz & I Went Through It...
#1717 posted by . on 2005/02/01 04:15:25
In a nice style throughout discussing possibilities and definite improvement/fixing suggestions. I'm going to work on that about a minute from now and then I'll be around throughout the day on and off to test. I get some bad ping though (120-200+) so I dunno... I don't recall having that problem last time I QW'd last year.
 BTW
#1718 posted by . on 2005/02/01 05:54:49
 Phait
#1719 posted by JPL on 2005/02/01 05:57:18
I've just took a look at the screenies, and yeah, it's really promising !! Nice architecture, good use of base-based textures, cool lightning effects, and good open area for DM contest.. Release it now please !!
 When It's Done.
#1720 posted by . on 2005/02/01 07:09:47
 PH8DM2 Beta Test 3
#1721 posted by . on 2005/02/01 15:15:50
Anyone interested again, it's 5:14 PM central I'll be on for a couple hours. There is only a few things I forgot to touch up in the map: a light stuck in a wall, 1 missing light source and some other trivial bit.
Again, contact me here, thanks:
AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com
 Phait...
#1722 posted by distrans on 2005/02/01 17:02:52
...that's looking very cool. Solid, clean lines, detail at all levels. You will of course add some outdoor sections and some more built areas as you expand it into an SP adventure.
:)
 Glad To See You This Focused, Phait
#1723 posted by HeadThump on 2005/02/01 17:09:36
keep up the good work!
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