#9540 posted by sock on 2013/07/06 04:08:34
@deqer, I use a special light compiler. Parameters - light2.exe -gate 1.0 -soft -softdist 8 -extra4 %1. I always use coloured lighting and try to create as much contrast as possible. I also make sure the main path through an area has the strongest lighting levels.
@onetruepurple, I asked necros/negke to help with testing, don't need anymore at the moment.
Screenshot 3 is my favourite for game play reasons, there are lots of choices and different ledges to jump around.
Sock
#9541 posted by deqer on 2013/07/06 07:09:58
Thanks.
By special compiler, I'm guessing it's your own custom-source/compiled Light.exe.
I noticed that bjp's Light.exe has those parameters you used. It's version is 1.43. I will try them.
Colored lighting is good, indeed. People would be surprised just how much an off-white (light yellow) light will do, to a map; as opposed to a plain white light.
I'm still going vanilla approach, so, colored lighting (in my map) might be the last thing I do; if I even do it at all; because I'm making strictly vanilla/1990s-like map.
Great Shots, Sock!
#9542 posted by generic on 2013/07/06 16:02:47
I can't wait for this one! :)
Sock.
#9543 posted by Shambler on 2013/07/09 20:49:01
Looks ace, I love how your attention to detail and quality allows for having all that fancy trim and brickwork looking good.
Tremulous / Unvanquished Map WIP
#9544 posted by Spiney on 2013/07/10 16:56:30
8/10
#9545 posted by starbuck on 2013/07/10 18:59:20
would bang. Good colour palette, nice lighting, like the sky.
The Vertical
#9546 posted by ijed on 2013/07/10 20:11:43
And angled shapes look better than the horizontal ones to me.
Do players bounce off those nets of webbing?
Random BS idea - particles drifing in the wind?
Looks interesting, is it for a source engine game?
#9548 posted by Spiney on 2013/07/10 22:52:12
5th: it's Q3 :)
Ijed: agreed, there's a bunch of stuff I'dd reconsider If I were to start over. Base geometry was very boxy, still is kinda. I just started with 3 or so textures and inferred everything from that. I'll try to see if I can push the verticalism some more.
More Bla Bla
#9549 posted by Spiney on 2013/07/10 23:03:53
Players don't bounce off the nets but they do avoid getting falling damage. They're more for getting down than up. The pipe structures act like wind tunnels. I've set them up with negative gravity which isn't a 'hard' trigger like a jump pad. You go stand below them and once you jump up you accelerate upwards. You can also drop in from a height and slow down before hitting the floor or going back up. Downside is that only works for vertical axis movement, would be nice to be able to do it in any arbitrary direction. Feels more physically correct (less gamey) than using trigger_push. I'm going to add some particles inward and outward to indicate air flow. There's more pipe structures throughout the map. Prolly add some vents, propellers and stuff along with sound to make it come alive. Reinforcing the theme that the pipes are driven by some kind of pressure cooker in the bowels of the map.
#9550 posted by gb on 2013/07/12 00:56:47
Very nice Spiney. Mirror's Edge vibe.
More spec! :-^
Q3 maps can indeed look a bit like Source.
I assume you bumped the overall gamma setting in the light compiler?
Also
#9551 posted by gb on 2013/07/12 00:57:44
someone else loves concrete. :-E
#9552 posted by sock on 2013/07/12 01:38:46
@gb, @spiney, If you are after large (1024+) industrial textures (concrete an metal) I released a pack of them last year. I even released the PS source if you want to make your own versions.
#9553 posted by Spiney on 2013/07/12 14:19:14
sock: yeah was thinking of your pack earlier today. Might use it in a future map, I want to explore the brutalist aesthetic some more.
gb: gamma is default, thought about it but haven't tried it out. Think raising it might flatten out the lighting Just using bright textures and 1.2 gamma in these shots.
#9554 posted by rudl on 2013/07/19 19:23:28
#9555 posted by rudl on 2013/07/19 19:26:55
... old stuff started for coagula 2009? if i remember correct
#9556 posted by necros on 2013/07/19 19:44:25
ohhh that needs to get finished!
What Necros Said.
#9557 posted by Shambler on 2013/07/19 20:33:47
Some good stuff there. Love the church and the vore platform jutting out. Would prefer a different rock texture tho.
Rudl
#9558 posted by mfx on 2013/07/19 21:35:34
shot 1 looks great, i would prefer a different rock tex too, as shamblr said..
is that a button by the vore?
Looks huge(too huge).
but hey.. keep it on.
Agree
#9559 posted by Drew on 2013/07/20 03:09:08
re rocks - ogro is a pretty inconsistent set, I think, and rocks are a definite weakpoint. Spiky anus looks good but too uniformly lit perhaps? Button size seems fine to me... Though you might want to have some structure coming from beneath, giving the platform and the big button a bit more 'plausibility'... if that makes sense.
#9560 posted by Drew on 2013/07/20 03:10:01
Or not, actually
would look fine either way, and be totally consonant with the coagula vibe as is
#9561 posted by rudl on 2013/07/21 12:05:26
ogro is really one of the hardest texture sets, incomplete, unforgiving , hard to mix with other texture sets, but still can look very good imho.
The terrain texture is actually not a terrain texture but rather the castle is built on a floating pile of bones, I like that idea somehow ^^
Ogro
#9562 posted by necros on 2013/07/21 16:48:04
I've tried using it, but I find, because it is so dark, lightmaps don't show up well on it.
Dopefish Lives!
#9563 posted by sock on 2013/08/01 21:07:21
Did anyone download the dopefish model by Madfox? The link provided by Madfox is broken and I would like to use model in my level!
*burp*
#9564 posted by Preach on 2013/08/01 21:25:24
The readme says I can distribute this with credit so here is a model by madfox:
http://www.quaketastic.com/upload/files/models/dopefish.zip
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