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.
#4414 posted by JneeraZ on 2008/02/16 19:44:07
Even 6 1/2 days is crazy. WTF are you guys doing? Might be time to optimize a little. :)
Rudl
#4415 posted by Shambler on 2008/02/16 20:13:33
Good designs / look. Textures well busy, not sure how that would feel through a whole map.
Now, the other 40%...
There's Nothing
#4416 posted by aguirRe on 2008/02/16 21:18:44
"crazy" about having fullvis processing for days or weeks in a big map, many high quality Q1 maps in the recent years have required that, e.g. Kinn's Marcher took about one week I think.
With an open layout, fullvis time goes up in a highly non-linear manner. It's certainly not an optimal algorithm, but no-one has come up with anything better so far.
Lost A Post There
#4417 posted by ijed on 2008/02/16 21:32:06
My longest compile time in warp was ~5 hours, including bsp and light - there's always a way to cut back on vistime, through using func_walls or illusionaries, all the old tricks like ubends, doughnut corridors or just basic corners. Warpd which had a massive open area that connected to four others was the quickest compile, at around four hours.
Granted there wasn't much detail in the map but even so, I could have filled it with func's with a negligable compile time hit.
Rudl, I'd suggest using sunlight, but at a very low value. Maybe 20 for direct and 15 for ambient. If you think of it as moonlight or light pollution then it'll probably be a more attractive proposition. It should help you light the map whilst maintaining it's blackness.
#4418 posted by JneeraZ on 2008/02/16 21:43:52
A few hours I can see, or even over night in a pinch but any longer than that and I have to think you've done something unfriendly to Quake. That's all. :)
Goldenboy, Get Xnview
#4419 posted by bambuz on 2008/02/16 22:19:48
if nview works, then xnview (a graphical program) should work. It has all image edit needs. Adjust gamma and save to jpeg for example.
It's free and for multiple platforms. www.xnview.com. Associate it with pcx images.
You can even run batch, select multiple files in the file viewer. But you don't need to do that first, you can just do individual files.
Oh and that xnview doesn't mean it's for the x window system or that it's anything unix crap with a horrible ui, it's just a name.
You certainly don't need Photoshop or Gimp (and don't need to endure their loooong start times) for just slightly editing some shots or photos.
Rudl
#4420 posted by inertia on 2008/02/17 07:09:14
Shot #2 reminds me of the factory from the movie "Joe and The Volcano."
CDA Fullvis Runtime
#4421 posted by JPL on 2008/02/17 08:54:44
Just curious JPL, what was the processor?
I have an AMD Athlon 2600+ with 768 MB RAM... it is an old configuration bought 3 years ago, and CDA was released in October 2005... So the gap I could obtained with a brand new processor is not that obvious...
I don't think it is insane to wait for 1218 hours to see your "baby" out, when you spent 7 months building it... It was worth to do, I don't regret, cause as of today, I consider CDA as my best map (visulally at least...)
Also, aguirRe was very happy that I used his vis tool, and that CDA proved it was supporting loooooong run, and was not buggy at all at the end ;)
#4422 posted by rudl on 2008/02/17 10:05:31
I think I have to wait for a multithread vis tool to vis it.
#4423 posted by JneeraZ on 2008/02/17 11:26:20
Well, I posted this before but here is my code for multithreaded LIGHT and VIS that run on OSX.
http://wantonhubris.com/SrcForJim/
If someone wants to make that work on Win32, go for it! I'm sure the community would love you to pieces for it.
#4424 posted by JneeraZ on 2008/02/17 11:28:17
I know that multithreading VIS gives you about a 30% speed up with a second processor in your machine so even with a dual core machine, you'd cut that 1218 hours down to 852. Still an assload, but much less of one.
And if you could find someone with an 8-core machine, well, that should give an improvement that would almost bring it into the realm of reasonability. :)
AguirRe's Vis Tools
#4425 posted by than on 2008/02/17 11:42:52
Automatically save the vis data every now and then, so you can stop vis and resume later. I've never had to use that particular feature, but I can't imagine JPL or Kinn not taking advantage of it... imagine if a thunderstorm made the power go out 45 days in!
My maps have never taken more than an hour or so to vis, and my old maps took around the same time to vis on a p200 with 64mb ram. I, however, am not throwing around these big open spaces quite so much as other people seem to be doing these days. If you look at Marcher, you will discover that the main outside area of the map takes up half the available area for making a map in Quake. It's fucking huge.
I wonder how long czg_hate was taking. Care to enlighten us, czg?
Ch, Chek...
#4426 posted by distrans on 2008/02/17 11:54:27
...skill set beta locked and loaded. Now we wait :)
Rudl...
#4427 posted by distrans on 2008/02/17 11:55:55
...computer panels as exterior structural elements just doesn't make sense, even in Quake.
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