Slowly but surely... (ODQ3DM6)

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nightwing
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Post by nightwing »

Looks great! Can't wait to try this one.
heavyy
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Post by heavyy »

Nice ,im waiting.
RedAlley
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Post by RedAlley »

Looks great!!!! It would be great if id/Raven chose the top 5 user created maps and released them in a patch so everyone would have the maps...
crapfest
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Post by crapfest »

Performance is most important, by far. Keep it clean, keep it fast. I do think though that it needs to be a bit brighter. Even though you may not like it, in my opinion a slight increase in ambient lighting is necessary. From my understanding, ambient lighting is not as performance intensive. If this is true, then please use this even though it may not be as visually pleasing.
tr1nity
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Post by tr1nity »

Again this would be great to use with even the simplest bots.
[size=59]RA4 PLZ?[/size]
Drön
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Post by Drön »

looking good odium.
RedAlley
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Post by RedAlley »

The lighting looks perfect... I can't wait too try this out. GREAT JOB!
Wizard .3
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Post by Wizard .3 »

Ya, finish up what needs to be done, and simply release it as a beta. You can sort through all the fps slowdowns and lighting issues alot better when you have a large user base commenting on it.
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mrd
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Post by mrd »

I didn't read this thread cuz it's too fckin' long, but are you remaking it exactly or doing 6++ or are you actually making your own take on it? If it's a straight up remake then I spit on thee. What a waste of time.
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MKJ
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Post by MKJ »

o'dium wrote:
Deathshroud wrote:Why not check out some of the Q4 maps to see how they lit their levels?
I already know how they did it, check the thread. Fully ambient lit for no dark spots and smaller point lights. Trouble is that looks shit on this level.
but it plays great.
and thats what its all about. gfxwhore >:E
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mrd
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Post by mrd »

Did raven use q3map2 by any chance? I was under the impression ambient lighting looked like ass
PhantomLORD
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Post by PhantomLORD »

great job o´dium,

I see item placement is q3dm6 pro, do you think of makeing and original item placement?

And i will like that you to take the job, and make remake of map q3dm7, please?

:icon14:
o'dium
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Post by o'dium »

mrd wrote:Did raven use q3map2 by any chance? I was under the impression ambient lighting looked like ass
It does look like ass. Its lit from the front with no shadows and no specular, meaning that the level looks 10x worse than old Quake 3, even Quake 2 levels.

Thats why you dont use it to light a level as such, you use it to "make the level not black".

In other words, you light your level from its source lights, then light your level from its large sky based lights, then, once the shadows and everything are tweaked, you add an ambient light, not to make it brighter, just to make it "less black" so to speak.

The trouble is, i'm getting a brighter image in my editor to what i'm getting ingame, and my gamma is fine on the desktop... Not sure why jsu7t yet, it looks bright enough in the editor but darker ingame.

As for item layout, again, its both classic Q3DM6 and pro-q3dm6.
o'dium
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Post by o'dium »

Right everybody, this is for brightness. Most of you have your monitors set up wrong by the looks of things, so ill use this as a brightness check for the level.

Please tell me how many boxes you can see before it goes black, left to right in this:

Image

And this:

Image
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Foo
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Post by Foo »

All but the last one.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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MKJ
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Post by MKJ »

"most of you have your monitors set up wrong"

.. or maybe youre the one with the miscalibrated monitor? :P :D
what, youre going to ask everyone to up their brightness when you're releasing the map? :p
light it for the masses, not yourself
[/troll]

[edit] same as foo btw. all but the last one, and i can clearly see the difference between the black and the q3w-background
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o'dium
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Post by o'dium »

Then both you and foo, have it right, because thats the same as mine, and mine set up via many different places i did when i got the monitor.

So if you can see what i can see, maybe your just not looking at it the same way. It does make a difference ingame.
Mogul
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Post by Mogul »

The first row has six boxes, the second has eleven. The final box on both rows is black. Dude, the map is too dark, that's all there is to it. It doesn't have to be that way. Look at q4dm1, for example. if you want an indoor map, No Doctors is an OK example. Both maps are pretty bright. Nothing inherent is forcing this map to be dark.

It can be dark, as the original is somewhat dark. But not DOOM 3 dark, as this Quake 4 map currently is.
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Foo
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Post by Foo »

If you're going to push out a functional beta before dolling up for a final release, then I'm not about to complain about darkness from a few screenshots.

I'll wait until there's a playable level in my lap to express opinion on that.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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shiznit
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Post by shiznit »

Release a test version, my gamma is quite up in Quake4 so I think it'll matter.
R00k
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Post by R00k »

Foo wrote:If you're going to push out a functional beta before dolling up for a final release, then I'm not about to complain about darkness from a few screenshots.

I'll wait until there's a playable level in my lap to express opinion on that.
:icon14:
o'dium
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Post by o'dium »

Just got in from work, came home early weeee.

Anyways, i just tested Q4DM7' (Edges) ambient in the level, and you know what? It looked exactly the same... Something ELSE is going on here...
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MKJ
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Post by MKJ »

more saturated textures mayhap ?
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o'dium
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Post by o'dium »

MKJ wrote:more saturated textures mayhap ?
Its possible that my textures ATM are just to dark, coming fom Q2/q3 where you ahve to make them darker.

However, I just looked over Q2dm1's lighting, and its not doing much different. In fact it has LESS lights.

Its possible that its the textures, in which case ill just cover q2dm1 with these textures and then preview the lighting.
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MKJ
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Post by MKJ »

sorted
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