Ijed
#5245 posted by JPL on 2008/11/08 18:34:23
A mix in between Doom3 and Half Life texture set.. I suppose I'm mapping for the wrong game :P
Don't Think So
#5246 posted by ijed on 2008/11/08 19:02:31
There's still, ten years on, a wealth of unexplored possibilities for this game.
So...
#5247 posted by JPL on 2008/11/08 19:37:01
.. I hope this map will please most of you.. even the Quake purists ;)
JPL
#5248 posted by grahf on 2008/11/08 19:43:00
Looks good so far. However there are a few tweaks you should definitely consider:
1) The height of the encircling wall is too uniform, especially if the player can almost see over it. Bring the vertical intersecting bulkheads up further, or add some angles, anything to reduce the obviousness of the straight line running all the way around the top of the wall.
2) It looks like you've used a high minlight value. Please don't do this; it looks very washed out and bland. There are effectively only two light values in the outside area that we see: the sunlight, and the minlight.
The central column/tower in both screenshots looks very cool, I think. I can barely see it. Add some spotlights so we can see the curvy detail.
3) That's the marcher fortress skybox you're using, yes? To my eyes it doesn't fit the textural theme you've selected. You have muted blue and tan rust, which I like btw, but then this intense bright orange sunset on rocks sky. Especially in fd16.jpg, it just looks wrong. Actually, you might consider some colored lighting, if you matched the sunlight color to the skybox color, the problem would be gone. The textures would look more interesting and varied with subtly colored point lights too.
Grahf
#5249 posted by JPL on 2008/11/08 20:17:17
Some infos about your comments:
1/ The player will not be able to reach this point without "noclipping": I did fly to take these 2 shots, so the flatness of the top of the encircling walls is not visible as the shots show it... But I will take this point into account... and see if I can do something there...
2/ Minlight value is 25, and sunlight is 130.. It is enough to avoid completely pitched black area... and I think I will add mor lights on the bridges betwen the latform and the central tower... it will help to add more contrast here and there in this area
3/ I used this skybox (i.e Kell's dragonheart) because of the start area... it fits well there with the rock textures I used... You'll see that in time ;)
Thanks a lot everybody for the feedback ;)
That's Some Prompt Refeedback
#5250 posted by grahf on 2008/11/08 20:38:19
It looks from the shots that the helipad platform with ammo and a crate on it is about the same height as the encircling wall. I suppose this could be a perspective illusion though.
#5251 posted by madfox on 2008/11/08 20:40:20
Are you using airoplanes or is it just a wild geek of me?
map looks really good.
To Be Honest,
#5252 posted by HeadThump on 2008/11/08 22:36:27
I'm getting better results with maps like the Zer_turtle where there is no sky lighting, than earlier maps I made that used it. No matter the settings, sky lighting tends to over blend to the detriment of obtaining nice contrast in the shading colors that make up a good looking scene.
#5253 posted by negke on 2008/11/09 00:02:24
Minlight 25 is very high. You might want to try sunlight3 instead (set it to 70 maybe) and light all interiors with sourced and unsourced point lights. Black shadows aren't a bad thing unless they look out of place for some reason.
And That Lava Texture Still Looks Ugly
#5254 posted by negke on 2008/11/09 00:05:26
At least increase the scale or something.
Well
#5255 posted by JPL on 2008/11/09 09:21:52
MadFox: There are no airplane in this map... OTOH I will be happy to find an Helicopter prefab and put it onto the platform ;)
HT: Regarding the sun position i the skybox, it is obvious that is i the evening, when the sky goes down. Furthermore, the orange color of the skybox doesn't give the impression of a high luminosity of the sun... hence the value I used... Anyway, I think the shot rendering is not as good as what the map looks like ingame...
negke: Actually the minlight is 20, and the sunlight is 120. I also don't like areas that are competely pitched black, and where you see nothing. Unfortunately there are some in the map, and I would not like to have these... If I need an area with no light (and there are some), I simply use anti-light ;)
Concerning the lava, I agree with you: I will increase its scale :)
Thanks for the feedback
Lighting
#5256 posted by gb on 2008/11/09 14:19:15
I like that style of lighting. There is a difference if you use minlight because you're lazy, or if you're actually going for that look where the colors seem to blend into one another. It can look very dim, forlorn, and even unreal in a good way. Sunlight3 with lots of sky windows looks better and more natural than lighting the same area with torches or even invisible point lights (meh). I've had enough of torches. I still use them of course, but only in places where they would naturally belong.
I agree there could be some brighter light sources on the walkways/platform though. Streetlights or spotlights. Around the lava, too. Like on an oil rig - lots of small bright lights.
The handrail could be even thinner.
Minlight/antilight is not that different from sunlight3, it's just the other way around ;-)
I'd say you've achieved the effect you were going for JPL.
#5257 posted by Trinca on 2008/11/09 16:36:33
JPL i quit minlight!!! negke made me quit!!!
he is worse then my wife ;) hehehe but he is right like my wife :\ is negke a shemale=? :)
fuck sundaysssssss... i�m drunk !!!! :)
negke u�re my favorit mapper i love YOU in Quake matters!!!
Hmmm...
#5258 posted by RickyT33 on 2008/11/09 17:37:57
I stopped using minlight too. Lunaran bitched at me so much that I tried it with no minlight. And I think it is good to have completely dark areas. However if you do want to light a completely dark area just a tiny bit then put a light like:
{
"classname" "light"
"light" "50"
"wait" "0.2"
}
I'm doing this in my current map with a slightly blue colour. It acts like reflected light from the sky. ;)
Qoole
#5259 posted by madfox on 2008/11/09 19:29:34
Site has a lot of prefabs! They are qle formatted, but I found the Doombird there.
The whole site is free to download ans there are really a lot of prefabs.
MadFox
#5260 posted by JPL on 2008/11/09 19:38:37
Link Please !!!
Ricky
#5261 posted by gb on 2008/11/09 21:23:27
you can have completely dark with antilights, too. It's just a different method.
Sunlight3 also gives you completely dark areas, just not where you have sky. That's actually pretty realistic.Go to a forest during daytime in the fall or winter, you won't see many shadows despite the fact that most of the light comes from above :) You start seeing shadows only when the sun goes down, and the "minlight" fades away.
BTW. even during the night, it's not completely dark, as long as the room has a window. Completely dark is only a cellar or similar, if there's absolutely no opening to the outside. A bunker for example, or a cave.
Nature doesn't hate minlight. Quite the opposite.
Gb
#5262 posted by JPL on 2008/11/09 21:32:43
It depends how fast our eyes accomodate with the darkness ;) and I mostky agree with you :D
#5263 posted by JneeraZ on 2008/11/09 21:36:16
I experienced that once. We were visiting a cave tour one time and they took you deep into it and turned off the lights. There was no bounce light from anywhere and complete and utter darkness descended. It's eerie. Your eyes feel very strange trying to deal with no light whatsoever.
Darkness Accomodation...
#5264 posted by JPL on 2008/11/09 21:59:00
... according to my experience (and what I experimented during night rally in the army), generally, an eye passing from light to darkness (by night) needs at least around 15mn to accomodate...
Lol
#5265 posted by RickyT33 on 2008/11/09 22:47:11
(me pictures Willem on infra-red in a cave, blinking and looking worried cause he cant see at all...)
Minlight
#5266 posted by Preach on 2008/11/10 00:17:54
I don't think the problem is so much that minlight is unrealistic, because like people say, in reality light bouncing off walls means nowhere ends up entirely black. I think it's more than not using minlight forces you to think about how you're lighting every part of your map, so you're always trying to create some variation in it. Even if it is just creating low wait lights to fill the space, the slowly changing lightmap helps to break up the repetition of the textures.
#5267 posted by JneeraZ on 2008/11/10 00:57:54
That's true, good point.
Jpl
#5268 posted by madfox on 2008/11/10 02:14:26
There are several links to Qoole, I prefer 2.31
Not long ago one could download all prefabs, in fact the whole qoole cd. But the link has gone. So I sended you some to your mailbox.
http://www.volved.com/qsr/download.shtml
MadFox
#5269 posted by JPL on 2008/11/10 08:32:51
OK, thank you very much ;)
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