 Sock
#8047 posted by nitin on 2011/12/31 00:07:36
that Italy trip seems to have been paying off :)
 Holy Textures Batman!
#8048 posted by Shambler on 2011/12/31 12:19:22
 Performance Testing?
#8049 posted by anonymous user on 2012/01/02 01:12:54
Any one with a relatively slowe pc, like p4 or an old a64 willing to do some performance testing?
 Testing
#8050 posted by RaverX on 2012/01/02 03:48:48
I have here an nf2 ultra board, I can put on it xp1700+ xp2100+ xp2500+ or xp2800+
I also have tualatin 1400, but I guess that's too slow.
Videocard - anything you want, I have a videocard collection, I can test it with anything from voodoo1 to gtx460 (my current card).
 Gone Forever
#8051 posted by sock on 2012/01/03 21:41:59
necros, the textures are all my own work, I am not sure you why you are winking in your comments, I thought they were good quality. I was planning another puzzle map but my laptop just died yesterday and took all the data with it, such as life! :)
nitin, yeah the Italy trip was good, I took about 5K of photo's and I have mountains of new texture / architecture reference. It is always refreshing to see new places when wanting some inspiration.
#8052 posted by necros on 2012/01/03 22:14:43
not winking, just a little light on the shift key. i really do think they look good.
 Sock
#8053 posted by nitin on 2012/01/03 23:56:02
you planning on using Eraser's enttiyplus mod?
 RaverX
check mail
 Nitin
#8055 posted by sock on 2012/01/09 20:13:01
I was developing my own set of SP style entities which I was hoping could be merged into entityplus. Unfortunately if I don't get my HD back from my old laptop, it will be all gone.
Bleh rather fed up with fiddling with this thing, it appears to be working okay now, so anyone interested please take a look.
No area in it is finalised, and a lot of it is raw layout with no brushwork (but a lot is also pretty heavily worked on).
I'm quite busy irl so I wanted to get this out for feedback before I disappear off again, so sorry for releasing an unfinished product :(
If you have an old machine don't try it, it's only fast-VIS'd
-Monsters-
Easy: 247
Normal: 291
Hard: 490
Hard has loads of Quoth monsters, less powerups, more traps and is generally really nasty.
***Requires Quoth and a powerful engine***
http://www.zealousquakefan.com/junk/zqf_arrival_alpha.zip
 Damn It
#8058 posted by nitin on 2012/01/10 12:08:56
was looking forward to that.
If people like it I still want to finish it properly, would probably want some help though :E
 Other Bits Of My Base Episode...
 Light Glitches
#8061 posted by roblot on 2012/01/13 20:57:45
Just catching up on 2 months of stuff! That's a large amount of texturing to be done zqf. Got halfway into it so far. For now on I'm using a shotgun to learn code.
I was getting a problem in one area where a brushface wasn't getting lit fully, even by adding a light directly under the face. Nearby is a triggered light, and at a distance some other non triggered lights. Turned out the distant, non triggered lights overwrote (lit) the final version of the rendered face, and not the later (much closer) triggered lights. By deleting the non triggered lights, the face was lit the way I wanted it.
 Roblot:
#8062 posted by metlslime on 2012/01/13 21:26:54
Did you see any warnings like "too many styles on a face" when running light.exe? That would explain the problem you were seeing.
 Zqf
#8063 posted by gb on 2012/01/13 21:55:19
Nice pipes; for the lighting either play with anglesense, switch to q3bsp and darkplaces and use patch meshes, or place point lights around them to fake proper lighting.
Plus, any light problems are less visible when your map is overall bright...
The reactor: Just surround it with tons of pipes and blinking lights ;-)
Ambient sounds!!
Could be overall a lot brighter, but I realize the space theme requires deep shadows.
 Drakness...
#8064 posted by JPL on 2012/01/13 23:34:51
.. just eat the shots...
#8065 posted by roblot on 2012/01/14 00:26:50
At first I was using bjp's light with no warnings. Months later I tried Tyrann's tools and got the too many lightstyles, so I stuck with bjp light. Thing is, the light setup and architecture is mirrored (i'm guilty) and one side works correct the other not. I fixed it by moving lights around, but the problem came back when adding more brushes in the room in other remote areas.
Tyrann's warnings may be correct, not sure, but I still have the same number of lightstyles and it's all working. It just seemed like the same triggered-on light would act up on the same brush face on occasion.
 You Were Right, Metl/Tyrann
#8066 posted by roblot on 2012/01/14 02:57:06
I deleted those lights a while ago and thought they were regular ambient. I loaded a backup of the map and found they were switchable lights, thus pushing past the 4 style limit.
 More Architectural Doodles
#8067 posted by sock on 2012/01/19 23:40:14
 Divided...
#8068 posted by JPL on 2012/01/20 18:26:55
It looks interesting for the visible part.. but damn: can't you tune the gamma ?? It is way too dark even with my laptop screen brightness to its max :/
 Jpl
#8069 posted by rj on 2012/01/20 18:34:34
i'd get that laptop looked at
 Huh
#8070 posted by negke on 2012/01/20 18:54:43
Usually laptop screens and TFT etc are fairly bright, or at least make things more visible where poor CRT users (like me) see only blackness. This shot isn't particularly bright, but I can still see it fairly well, so yeah, what rj said.
sock: There's something about the floor texture I find odd. In its current size, there are too many of those bright spots (reminds of a one of those Quake rivet textures used on the floor). If the whole thing, each floor tile, was twice the size (32x32?), it might be less 'spotty'.
 CRT = Dark?!?!
#8071 posted by RickyT33 on 2012/01/20 18:58:26
My monitor is LCD, anyway. I remembered my CRTs as being quite bright. Long time ago, that.
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