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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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Okay 
Yes, thank you for explaining how normal-mapped textures work to me. I've never done any work with the Doom3 engine so I have no idea how any of that works.

Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture

This is what you did wrong.

Like I already pointed out, the green channel of the normal map isn't oriented like you think it is. Full white in this channel is for normals pointing down, and black is for normals pointing up. Thus, if you grayscale the normal map, you're not going to have a relief map that follows the typical convention of light coming from above and a little to the left, you're going to have one of light coming from below.


Thus why your textures look like that. 
LOL! 
...the sarcometer I installed last week just burned itself out :) 
Hmmm, 
...the sarcometer I installed last week just burned itself out :)

you may want to turn it in for a higher grade model that can handle higher readings than 'common' if you plan on reading O'Rourke, Mencken or Waugh anytime soon. 
Hm.. 
i wonder if this is why the shadows are upside down when you use ambient lighting in d3? 
But Whatever You Do... 
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain. 
No 
The sarcometers made in the secret weapons plants of this country are superior to any other free country's. 
And... 
the ones in non-free countries were all sold to them by the CIA anyways... 
Tsk Tsk 
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.

still under the impression Jaguars are still being made in Coventry . . . it's a little sad. 
British Industry... 
the only the thing we have left is the sarcometer! 
You've Still 
got waging war to sustain your economy. 
Some Myths Seem To Never Die 
got waging war to sustain your economy.

http://www.mises.org/story/1428

But at a cost of half a trillion dollars, the idea war is an economic stimulate is a much tougher sale to this generation than previous. 
Not Quite 
correct, althoug the article does warrant reading.

In all three cases, resources are diverted from the productive economy of wealth creation to the destructive economy of war-fighting.

The key phrase there is destructive economy. Many people profit off of such things... 
Redistribution Is Not Production 
In this case, the people who profit benefit soley through a redistribution of resources done through taxation, debt or inflation, not through the additive value to the overall economy.

In this case, 'the many people' (who profit) can never actually be the majority of the people because of the parasitical nature of the transfer (ie. public finance). 
I Don't Think The Profiteers In Question Care Much About That 
Hmph. 
HT 
I can't say I'm informed enough to give an authoritative opinion, but if you are correct, that is very interesting! We should talk more about these things (I'm an Economics major at college). 
Sure, Feel Free To E-mail Me 
if I keep up the discussion here, I'm afraid I'll have to start posting screenshots! 
Once Again ... 
inertia transmutes an unrelated conversation into a debate about US foreign policy.

i wonder if this is why the shadows are upside down when you use ambient lighting in d3?

the ambient lighting in doom3 ignores the normal map entirely. if ambient lit textures look upside down in doom3 to you, you're on crack. :)

in quake4, ambient light volumes do something similar to what JPL did, except they handle the normal map right. however, if you rotate or flip a texture, the effect rotates/flips with it. it was really, really fun to try and eliminate all the junctions of rotated/flipped textures in the MP maps (which all have ambients except ctf7). 
No 
there really are shadows on ambient lit textures... or i'm nuts. anyway, if there weren't shadows, then they would look like utter ass since most of the diffuse maps look like ass alone. 
Rofl 
nice one lun ;) 
Ambient Lights In D3 Don't Ignore The Normalmap 
wtf lun, are you on crack yourself? :)

I couldn't tell you what the exact difference between d3 and q4 ambient lighting is, but they both certainly do some kind of ambient-but-directional bumpmapping thing. And both look rubbish. 
What's Up With That Jed Map? 
Still in testing? 
Metl 
Thanks for sending me the rubicon2 textures, I won't share them though like you asked. 
Metl 
Thanks for sending me the rubicon2 textures, I won't share them though like you asked. 
Inert 
Thanks for sending me photos of your little sister, I won't share them though like you asked.
(And why would I need to since they're all over the web anyway.) 
BlackDog 
Uh, no. Rick Johnson put that in for Q4 AFAIK. That limitation was the main reason nobody used them in d3.

Diffuse maps in d3 AND q4 both have some fuzzy shading baked in just to make the features pop, but they still don't work on their own without the contours shaded by the normal map.

D3 was done being patched by the time q4 came out, right? I don't think id would have folded our ambient shader back into doom3. 
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