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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Light Glitches 
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: 
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 
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... 
.. just eat the shots... 
 
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 
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 
Divided... 
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 
i'd get that laptop looked at 
Huh 
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?!?! 
My monitor is LCD, anyway. I remembered my CRTs as being quite bright. Long time ago, that. 
Jpl 
yeah it shows perfectly fine on my screen. Calibrate your laptop dude :) 
 
i still have a CRT, so I still complain! :D

but yeah, very nice. i'd love to see another map like edge of forever. 
Brighter? 
I was not planning to tweak the lighting much, speed mapping doodle thing, but here is a brighter more contrasting image?

http://www.simonoc.com/images/design/maps_q3/potguard2b.jpg

I really liked the shape more than anything else, the ribbed ceiling curling down to the walls which are all sloped and angled. It all feels like it could stand up architectural, I think!

@negke, yeah the texture surface needs some detail, decals or maybe broken stuff. It is just one big flat surface at the moment. 
 
is that floor texture carpet or interlocking stone?
that'd be my only complaint-- that it's hard to tell.
i'm leaning toward stone, but it'd be cool if it was carpet. 
Sock 
Seeing that screenshot made me work on a map I haven't in six months. :) 
Necros 
It is a stone floor of interlocking diamond/square tiles. It does not have a very good contrast balance as you can see light spots but with some carpet, broken bits and decals it would go away. I don't have many carpet textures, it is always hard to get a good picture of them. (large one's)

@jt_ cool, hope you post screenshots sometime. 
Sock 
If anything I'd want accentuated edges via appropriate textures. 
Great Spot 
sock!

Seeing more and more of the map urges my game attitude.
Can't argue about the screenshots, as quake.pal is a horror. 
 
W000000TTT! 
Nice rock texture. 
 
i think he was showing off the blended texture. :)
is that some kind of height map thing or is it done with brushes? 
Tree Mapmodel 
Another Doodle 
this time concentrating on lighting and prefabs.
http://www.simonoc.com/images/design/maps_q3/potguard3.jpg 
That 
Reeks of e1m2, in a good way :) 
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