You Could Try
#4389 posted by bambuz on 2008/02/14 23:37:54
just entering
gamma .4
in the console before taking shots. Dunno if it would work for you
Well
#4390 posted by gb on 2008/02/14 23:41:15
I think I wasn't quite ready for playtesters (top players) finding this both too hard (to the point of LOL) and too dark and being blunt about it, too.
The map will be better for it, though. I'm rather thankful I get the flak now instead of later.
As for my last post, no, I pretty much meant what I said. I can't be arsed to spend hours doodling around polishing up screenshots. I prefer giving the map to people. I'll just beg them for some screenies when it's released.
I'm not whining or anything, I'd really rather just get my hands dirty than mess with pictures. Seeya.
#4391 posted by JneeraZ on 2008/02/15 01:05:37
As a note, I'll just say that gamma correcting screen shots will take less time than uploading them to a server. :)
Screenshots
#4392 posted by Spirit on 2008/02/15 07:21:09
I have an alias in my .bashrc called "screenshotquake" which takes ~/.tyrquake/id1/quake00.tga, adjusts gamma and saves as JPEG to my quaddicted-work folder using imagemagick's convert. Very handy as it only takes a second.
Bambuz:
#4393 posted by metlslime on 2008/02/15 08:43:57
which engine are you talking about? Most engines do not apply gamma correction to their screenshots.
Oh, Come On
#4394 posted by negke on 2008/02/15 09:46:33
If you can't be arsed making your screenshots viewable, why bother posting them at all? After all, your doing it for people to view and comment on them which is quite hard if they are too dark. People shouldn't be expected to do this part of your work themselves. Increasing brightness and contrast by some standard values (the same for each shot) doesn't take hours but only a couple of seconds, and since you have to open them in an editor to save them as JPG, doing this little extra step can't be regarded as much of a hassle.
Besides
#4395 posted by negke on 2008/02/15 09:47:59
It should be quite clear by now that dark screenshots don't automatically mean the map is (too)dark too. Lighting always looks better ingame.
Whey-hey For Shooting Yourself In The Foot, GB!!
#4396 posted by RickyT33 on 2008/02/15 10:35:52
In a way I like your attitude, but in a another, I think many wont.
If you fix up your shots by increasing brightness and contrast then people wont look at them and think "huh, that level looks too dark to play, so im not gonna bother with it".
Unless you make your levels for yourself and only yourself in which-case why bother posting on func at all? See ya!
Huh?
#4397 posted by gb on 2008/02/15 22:42:26
Ricky: what? ??? I say "seeya" and you flip?
Willem, neg!ke: this is a misunderstanding, I don't have an image editor installed and got a weird bug when trying to, which atm IS more hassle than I'm willing to bear since I'd rather use my limited time for mapping, please understand that I meant that literally, not in an arrogant way that some ppl were quick to assume. I used nview to convert them to jpg, and it took half an hour plus googling and two tries to figure that out because it's badly documented. I tried adjusting brightness with that, which produced a weird grid like effect and that was when I said "OK I'll stop this for now."
Gosh. You live, you learn.
I Can Relate
#4398 posted by HeadThump on 2008/02/16 00:05:07
If you take a look at efdat's screenshot in our ZerTM topic, it looks pretty blurry and blendy. It's my fault, but I assure you when I put his pic through the motions in Gimp, doubled the size, added contrast, light, rebalanced the colors and passed it through an Unsharp filter, the results were pretty damn good.
However, in browser, not as much so. I think Gimp resampled the original with the treated version when I saved it to a compressed format.
Just Took A Look
#4399 posted by HeadThump on 2008/02/16 00:08:10
out of curiosity, now I'm certain it blended the two because I had the original untreated except for doubling of the size in an alpha channel.
A mistake on my part, my apologies, efdat.
#4400 posted by negke on 2008/02/16 08:12:08
gb: OK, i see. Apparently, you picked one of the most awkward tools available then...
HeadThump: Uh, it's not a science. And you're not supposed to create a Picasso either. Doubling the size?! Rebalancing the colors, unsharpening? WTF?
Can't Help It,
#4401 posted by HeadThump on 2008/02/16 09:03:00
it's (literally) in the blood.
Efdat
#4402 posted by HeadThump on 2008/02/16 09:07:54
sent a screenshot that was a wee on the small side. I processed it (really, those are only a few steps) to give a better idea of his map, only to fuck that up by shuffling the original into a separate channel.
Wtfdat Then!
#4403 posted by negke on 2008/02/16 09:32:00
Of My Many Sins
#4404 posted by HeadThump on 2008/02/16 10:31:18
in life, screwing up the screenshot is not one I'm going sweat much about. Hindsight is something cattle do while chewing grass.
Big Industrial Complex
#4405 posted by rudl on 2008/02/16 13:55:51
Rudl
#4406 posted by JPL on 2008/02/16 15:46:14
Nice shots!, but I suspect fullvis runtime will turn has "forever" due to the huge wide open area... I faced this issue on CDA. did you already tested fullvis ?
OTOH, the global architecture is very good: I can feel the ambience already !
Oh, just a "bad thing": the water texture is not that good: the square limits of the texture are is visible... just change it to something else like *water1, and it wil be OK
Keep it up !
#4407 posted by Trinca on 2008/02/16 16:44:16
look like a real huge area... looks nice hope it will not take forever to fullvis!!!
Reminds Me Of Sickbase
#4408 posted by RickyT33 on 2008/02/16 17:01:28
6 and a half days. How long did you say CDA took, JPL? 6 weeks or something?!??!
Rudl - I hope you like the sound of cooling fans trying to escape the pull of gravity. And I would recommend aguirres vis util, cause it has an autosave feature.
GB - I didnt flip. The pen is mighier than the sword. You give a pretty good explanation for you dark shots when put under pressure to, why didnt you say all of that in the first place?
I do like the look of your map tho, a nice dark metal map. I hope the gameplay is scary too :D
Rudl
#4409 posted by necros on 2008/02/16 17:13:25
first two shots look nice, but there's no lighting down at the 'docks' type area. same with the second shot, plenty of lighting to show off the top areas but the floor is completely black.
i'm not a fan of the 3rd shot though. those textures don't look good as main architectural textures. maybe use idbase?
CDA Fullvis Runtime
#4410 posted by JPL on 2008/02/16 18:36:47
How long did you say CDA took, JPL? 6 weeks or something?!??!
It ran exactely during 1218 hours = 50 days and 18 hours... You have to learn how to be patient...
CDA Fullvis
#4411 posted by Orl on 2008/02/16 18:58:37
Just curious JPL, what was the processor?
What?!
#4412 posted by starbuck on 2008/02/16 19:13:52
1218 hours?!
#4413 posted by JneeraZ on 2008/02/16 19:43:14
50 days to do what? VIS? If it's VIS, that's absolutely insane.
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