Slowly but surely... (ODQ3DM6)
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.
but it plays great.o'dium wrote: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.Deathshroud wrote:Why not check out some of the Q4 maps to see how they lit their levels?
and thats what its all about. gfxwhore

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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.mrd wrote:Did raven use q3map2 by any chance? I was under the impression ambient lighting looked like ass
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.
"most of you have your monitors set up wrong"
.. or maybe youre the one with the miscalibrated monitor? :P
what, youre going to ask everyone to up their brightness when you're releasing the map?
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
.. or maybe youre the one with the miscalibrated monitor? :P

what, youre going to ask everyone to up their brightness when you're releasing the map?

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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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.
It can be dark, as the original is somewhat dark. But not DOOM 3 dark, as this Quake 4 map currently is.
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.
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."
― Terry A. Davis
― Terry A. Davis
Its possible that my textures ATM are just to dark, coming fom Q2/q3 where you ahve to make them darker.MKJ wrote:more saturated textures mayhap ?
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.