#410 posted by Joel B on 2014/07/29 00:25:05
Y'all should check out various maps in Super8 (if you haven't yet); it's refreshing.
Visibility can be poorer and a little eye-strainy in darker maps. But on many maps it looks niiiice.
(Actually I should try its alternate palettes...)
#411 posted by Lunaran on 2014/07/29 00:28:16
am I missing something? what is nice looking about that screenshot?
#412 posted by skacky on 2014/07/29 00:28:36
My jam 1 map looked great in qbism, but my jam 2 map looks extremely horrendous for some reason. :p
I Mean
#413 posted by Lunaran on 2014/07/29 00:29:08
the architecture looks cool, of course
I thought we were talking about the engine
I Don�t Get It Either..
#414 posted by mfx on 2014/07/29 00:30:18
Lightmap Issue
#415 posted by Tronyn on 2014/07/29 01:12:19
okay so I've been using the latest tyr utils that I have for normal bsp format, but when I compile the map with coloured light I get some really bizarre fullbright patches all over the map which look like shit (confirmed this in RMQEngine, Fitz, and DarkPlaces). Anyone have any idea what might cause this?
Other than this glitch my map's basically done; I had to remove some parts of it and scale it back a bit, but now it has gameplay, even some secrets. If func_detail works as well as I hear then I'm sure I'll have it vised on time too.
Try Using
0-255 scale for your colours rather than 0-1
Post A Screenshot
#417 posted by mfx on 2014/07/29 01:24:04
some setups using delay and wait can cause the lights to go all weird.
Yeah....
in my jam map I noticed in the dark places I was getting fullbright spots in almost all engines except fitz and requiem. The root cause is something to do with global minlights
Really Cool Shot Mfx
#419 posted by Drew on 2014/07/29 03:37:54
engine looks dumb in shot but idea sounds cool, will have to check that out!
#420 posted by [Kona] on 2014/07/29 04:15:46
Construction/architecture looks awesome, but kind of looks like it's the building blocks but hasn't been textured yet.
#421 posted by Lunaran on 2014/07/29 06:18:53
are we looking at the beginning of tuesday or the end of tuesday
End
#422 posted by - on 2014/07/29 07:48:39
sock said he wants to test the maps and try and make the pack be released friday, so technically you might have some extra time, but tuesday is the actual real deadline
#423 posted by Lunaran on 2014/07/29 08:09:46
yes, so, EOD tuesday? because it's tuesday right now.
Anytime On Wednesday
#424 posted by sock on 2014/07/29 12:51:43
are we looking at the beginning of tuesday or the end of tuesday
At some point on Wednesday send me your final tested version. If you want to keep working on the map, send me any updates on Thursday.
@mfx, that engine works best with fine tuned palettes, it does not look good with default settings. Nice architecture, love the scale.
Yeah
#425 posted by mfx on 2014/07/29 13:10:26
that shot somehow looked in game better, the engines rendering is more than just being a still painting with palette illness:)
My map is being tested , i�m looking forward to mailing it this evening.
If nothing is terribly broke..
Ok
#426 posted by Tronyn on 2014/07/29 16:18:01
Fixed the lighting issue - getting rid of minlight (which was set to "4" anyway, so not even any noticable difference) removed the problem completely. Thanks for the tip on that.
My map's done now except for vising and possible gameplay tweaks. However my computer needs a new fan right now, so when I try vising it I get all these warnings; if anyone wants to volunteer to vis it, that would be greatly appreciated. It's in the latest tyrutils bsp(1) format with a lot of func_detail usage so it shouldn't take too long. Also if anyone wants to test it, that would be good too - I think it's basically ready to go but I'm definitely willing to do gameplay tweaks if, as seems par for the course with me, it turns out to be too hard (heh). Email Dustin.Geeraert@umanitoba.ca if you're interested.
Two final shots:
http://www.quaketastic.com/files/screen_shots/kb1.jpg
http://www.quaketastic.com/files/screen_shots/kb2.jpg
Tronyn
#427 posted by JPL on 2014/07/29 21:57:13
Nice underground architecture, and subtil colored light... good foggy effect btw :)
Fuck Me.
#428 posted by Shambler on 2014/07/29 23:55:34
Some seriously good shots going on. Psyched guys.
Very Nice Tronyn
#429 posted by nitin on 2014/07/30 03:35:28
#430 posted by negke on 2014/07/30 06:49:14
Heh, "subtle colored light"... just turns ikwhite to ikblue ingame. Definitely cool architecture, though.
Well
#431 posted by - on 2014/07/30 07:30:34
I am done. Will send you my map when I wake up sock and I make sure everything is in order with my fresh eyes.
I had to do one last thing thanks to this extended deadline...
DMSP2, in "deathmatch 1", works in jam2_scampie!
It sort of works in regular single player, but unfortunately the scripting can break easily and lock you into areas forever. I have no idea how I would fix this without hurting normal single player, sorry :_(
BUT Deathmatch 1 works! It's not the greatest DM map in the world, but I tossed in a ton of weapons and powerups, and redirected some teleporters and it's passable!
hehehee! TEXAN STYLE!
#432 posted by - on 2014/07/30 07:32:05
It sort of works in regular single player
I meant, "regular DMSP2 single player"
#433 posted by Lunaran on 2014/07/30 08:10:23
map map map map map
Quaker!
#434 posted by nerdenfromsweden on 2014/07/30 10:27:26
love this shit!
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