#3837 posted by golden_boy on 2007/09/30 00:02:29
QBSP isn't going to like that a bit :)
Yeah, I was being extreme. It would have to be translated to the game of course. Like just using some slanted walls and ceilings, and a malformed house or two, symbolically so to speak, to liven it up. I meant to create a pile of material that he could just use where he wants, not copy an original to a T.
It's clear.
Guys
#3838 posted by bambuz on 2007/09/30 12:42:17
this is quake! No unrealistic expectations... For example you probably can't do that much with the ground/roads or the player will get stuck easily with the qbsp errors in the hull generation. But it could be cool to try?
#3839 posted by golden_boy on 2007/09/30 19:18:17
can't you do triangle terrain for the roads?
#3840 posted by -_- on 2007/10/01 01:09:42
Forget it guys, even quake3 shits on the detailed 'natural-like' maps with subtle angles all over the place (Sock`s PoM)
And we are talking engine 2 generations behind that
#3841 posted by Fern on 2007/10/01 03:34:15
can't you do triangle terrain for the roads?
Maybe with a clip brush over all the triangles...
DarkPlaces Water Stuff
#3842 posted by Urre on 2007/10/01 20:55:45
Cool....
#3843 posted by metlslime on 2007/10/01 22:14:18
looks almost as good as the Sauerbraten water.
Nice Nice
#3844 posted by bambuz on 2007/10/01 23:49:54
both reflection and refraction unevenness there.
Ooh Nice
#3845 posted by starbuck on 2007/10/02 01:42:10
actually looks like real water, in quake! Feels weird and new. Like a new pair of underwear, at first it's constricting, but then it becomes a part of you [/garth]
GeForce 2 Sux !
#3846 posted by RickyT33 on 2007/10/02 11:47:53
Oh well...
Shots Of SickBase
#3847 posted by RickyT33 on 2007/10/03 11:35:05
I have been making another level for Quoth, just one massive level, cause I realised the downside of making six small levels is that I cant watch demos (nobody sent me any, anyway), cause you cant record multi-map demos (can you?).
So far this thing only runs on AguirRe's engine:
http://shub-hub.com/files/images/quake04.jpg
http://shub-hub.com/files/images/quake05.jpg
http://shub-hub.com/files/images/quake07.jpg
Will have a version (with rocks surrounding) ready for testing in a day or two.
So far it looks like its gonna have a lot of monsters, I've populated about half of it so far.
Contact me if you wanna be on the list to test it, when it is ready for testing I'll probably be just as impatient about finishing it off as I was for DejaVu, so if you do wanna test it you'll have a couple of days to do so and if you havent got back to me then it'll probably end up out anyway!
That Looks Quite Good
#3848 posted by nitin on 2007/10/03 11:42:56
although some in level shots would mae it easier to judge.
Great skybox selection though.
#3849 posted by spd on 2007/10/03 13:01:02
turn on the ligth please
#3850 posted by spd on 2007/10/03 13:03:41
turn on the ligth please
Multiple Demos
#3851 posted by Preach on 2007/10/03 13:31:54
You can record sequences of demos over many maps. In the original engines they wouldn't play back crrectly, but some(if not most) more recent ports correct this behaviour somehow...
Lighting
#3852 posted by RickyT33 on 2007/10/03 13:32:08
I havent quite got the lighting right yet then.. I have set the sun brightness at about 115, I did have it at about 300 but it was too bright (I need to adjust the angle too, to match the background in thew skybox). I'll try it at 140-150 next time.
I took these shots late last night (about 3:30), and had to stop working to get sum sleep!
Damn thing takes about 20 mins to compile (fast vis, normal light), so its a pain to tweak the settings. Im trying to go for a dusk type feel.
If You're Using
#3853 posted by aguirRe on 2007/10/03 14:56:26
my Light util, don't forget to add -fast -gate 1 to the cmd line to speed things up considerably. You can also tweak indoor/outdoor lighting separately using -sunlight 0 and -nolight respectively.
And of course you don't need to vis just to check lighting ...
-fast -gate 1?
#3854 posted by RickyT33 on 2007/10/03 15:33:35
Does that affect the quality of the outcome?
I have been using the -sunlight (115 - was the last I tried), what will '0' do?
What does -nolight do?
Im also using -light 50 to set a minimum light value for dark areas.
BTW I LOVE your engine. I was in a panic when fitzquake wouldnt run the level (un-vised I think at the time) and I tried a few other engines, with a bit of a sweat on, finally got to yours - it worked! I was sooooooo relieved.
I have set it up now so most of the monsters spawn as player progresses through level, I think that helps too.
Vis-data size is 7-8000k on a fast vis, what might it be after a full vis. Should I use -fast -gate 1 for the final full compile?
So many questions for tech people!!
RickyT23
#3855 posted by ijed on 2007/10/03 16:04:27
Again, read aguirRe's documentation!
http://user.tninet.se/~xir870k/
And his engines will handle almost anything you throw at em. I managed to break them once or twice but that was with a leaking Warp map.
Also,
#3856 posted by ijed on 2007/10/03 16:05:09
The map is looking very nice.
That...
#3857 posted by necros on 2007/10/03 17:43:15
looks fucking cool. :o
Documentation A Bit Confusing...
#3858 posted by RickyT33 on 2007/10/03 18:09:17
I ended up reading the aged qmap forums, but Im gonna be reading it forever - three years worth of entries with void links (what happened to planetquake BTW?)
Seriously - I dont know what -nolight does
I can use trial and error to get sunlight right
Anyone wanna point me in the right direction with using Quoth sound function, i.e. what bit-rate and sampling rate can they be (Ive got some cool metal music stuff to put in the level!)
Sorry Im not brighter!
P.S. Im glad you like the look of it.
Oh Also
#3859 posted by RickyT33 on 2007/10/03 18:10:52
Im scared to put strobe effects in the level. Is my reluctance wise?
#3860 posted by gibbie on 2007/10/03 18:41:55
Ricky calibrate your monitor. Those pics are way too dark, brighten them up.. I know it's quite complicated but give it a try.
About the map, it looks a little messy. Overdetailed, badly lit, bad texture alignment. I see you're trying to push engine limits, but that's no excuse for no visblockers at all, that's just bad construction. Use your brushes wisely (e.g., the railing could easily do with a lot less vertical supports).
Ricky
#3861 posted by aguirRe on 2007/10/03 19:40:29
I'll answer in the Mapping Help thread.
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