#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.
Jpl
#8072 posted by
nitin on 2012/01/20 23:55:52
yeah it shows perfectly fine on my screen. Calibrate your laptop dude :)
#8073 posted by
necros on 2012/01/21 00:02:01
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?
#8074 posted by
sock on 2012/01/21 00:12:42
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.
#8075 posted by
necros on 2012/01/21 00:16:08
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
#8076 posted by
jt_ on 2012/01/21 00:42:03
Seeing that screenshot made me work on a map I haven't in six months. :)
Necros
#8077 posted by
sock on 2012/01/21 01:13:30
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
#8079 posted by
madfox on 2012/01/22 20:52:57
sock!
Seeing more and more of the map urges my game attitude.
Can't argue about the screenshots, as quake.pal is a horror.
#8082 posted by
necros on 2012/01/24 00:40:28
i think he was showing off the blended texture. :)
is that some kind of height map thing or is it done with brushes?
Another Doodle
#8084 posted by
sock on 2012/02/01 03:40:20
That
#8085 posted by
RickyT33 on 2012/02/01 10:25:09
Reeks of e1m2, in a good way :)
#8086 posted by
quakis on 2012/02/01 11:09:31
I love the textures and what you do with them. The room looks great, but may I suggest that you avoid using that 'missing tiles' deco thing in the final product. It tends to feel off when there's no reason for it being there, I just imagine these little creatures come by and steal a few floor tiles just for the sake of stealing them...
---
Also a duke3d shot from me, since I already posted it elsewhere, might as well throw it here. Been testing out TROR (True Room over Room) in a side project, a bit frustrating to use but has some nice results with the parasols not normally possible. Offers a ton of potential for future maps.
http://img.photobucket.com/albums/v220/deathquakis/decoplace08.jpg
#8088 posted by
necros on 2012/02/01 21:12:07
sock: each sketch is better than the last. :) i like the way the stairs are pushed back to make that u shape.
quakis: how the heck did you build a 3d shape like that in duke??
speaking of 3d, can you make that terrace a little more varied in heights? maybe have some stairs or something?
#8089 posted by
Text_Fish on 2012/02/01 21:31:42
Really good sketch Sock.
I see what Quakis is saying about the missing tiles but I think it's fixable. The texture underneath just needs to have indentations from where the tile used to be and there maybe needs to be some scattered dirt and tile bits around the general area.