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TyrUtils V0.11
TyrUtils v0.11 has been released:

*Support BSP2 format (qbsp requires the "-bsp2" command line option)
*qbsp: Fix animating texture bug when brushes are textured with alt-animations
* qbsp: Fix a crash in tjunc calculations
* qbsp: Exit with error if verticies exceed 65535 (BSP29 limit)
* qbsp: Add experimental "-forcegoodtree" command line option (thanks Rebb)
* vis: reduce "leaf recursion" error to a warning and continue processing

Download from the utils page as usual (Win32 / OSX / source).
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"It's not the worst thing in the world, but certainly not convincing. "

This implies that it was convincing before. 
 
Well, what I meant is it looks odder where you have a lightmap on the transparent water because you lose a sense of it having any volume. The bright spots on the surface of the water call attention to the fact that there should be lighting on some volume inside the water as well, so it ends up just looking like a flat plane suspended in the air. In a modern engine, people would be putting volumetric effects and fog in the water to hide exactly this.

http://scampie.net/etc/transwater_3.jpg
Uniform brightness of the water surface, despite being too bright here, seems to sell volume better. Without the added transparency of the shadowed areas revealing that the light isn't hitting any particles in the water, your mind fills in that the water must be dense. I think if this were simply vertex lit to end up being closer to average brightness of the area it would look fine. 
I Like It. 
I for one love it. And just leave it up to the math authors to support it or not. This on muddy swamp water would look great. This could work nicely when used on fake ground fog as well. 
Blowing Dust Off From My Mad Mapping Skillz In Jackhammer 
Just started with corridor for the level introduction. I'm not even sure if that matches the theme in anyway, also I wasn't using any level editor for like 7 years, so it is just a quick sketch to remember basic things:

http://imgur.com/a/rGJIz 
Quick 
Quick fix for geometry, small changes for light and texturing:

http://imgur.com/8GSFG88 
 
I think you're in the wrong thread. :) 
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