Cajun Hell for q4 - beta 2

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StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Cajun Hell for q4 - beta 2

Post by StormShadow »

cross-posted in LEM

copy/pasted burial-grounds.com forum:

Here we go!

changelist:

Added greenish skybox
Changed ambient to a slightly green color

Fixed visible caulk issues
Reduced ambient light a bit
Did a TON of lighting optimization, increased performance greatly
countless small technical changes (clipping, lighting, item movement), which I wont waste time listing
fixed teleporters so rockets will pass through them
adjusted the tp exit in the YA room so you dont come out too close to the edge
made wepmarker models non-solid, so NEC will stop sliding around :)

Image

Image

Image

dl: http://www.planetquake.com/stormshadow/storm4dm1.zip

Notes:
This is a release candidate. The next one will almost certainly be final (looking on to other projects :wink: ) so all the feedback you can give will be greatly appreicated. I dont want to release a final, then get some guy pointing shit out :D

The map does not look as good as the previous version, I removed a bunch of lights for performance sake, so some areas rely pretty heavilly on ambient.

Porting this map to q4 wasnt very hard, but the way it was lit and textured was really designed for q3, and some of that didnt carry over well. Im doing a new map for q4 now, which really does look a lot better, and all the textures and lights are utilized properly :)

This map was more of a learning experience with the q4 editor than it was a serious attempt to make a visually stunning map.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

I will check it when I get home. :icon25:

Keep them coming!
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

lighting and texture work seems a lot more bland than before?
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

lighting and texture work seems a lot more bland than before?
The texturing is the same, but yes, the lighting has taken a hit to improve the map performance. It looks a bit duller, but it runs much, much better:
The map does not look as good as the previous version, I removed a bunch of lights for performance sake, so some areas rely pretty heavilly on ambient.

Porting this map to q4 wasnt very hard, but the way it was lit and textured was really designed for q3, and some of that didnt carry over well. Im doing a new map for q4 now, which really does look a lot better, and all the textures and lights are utilized properly

This map was more of a learning experience with the q4 editor than it was a serious attempt to make a visually stunning map
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

Is it still neccessary to remove lights for FPS with the light detail level commands present? Couldnt you have included the lights however you want and then just let them be turned off?
StormShadow
Posts: 557
Joined: Wed Feb 16, 2005 8:10 pm

Post by StormShadow »

I dont think you can turn them off, just turn down the detail level - which is a nice feature, but it doesnt make up for the amount of lights hitting any given surface.

In q4, you dont want more than a two or three lights hitting the same surface - so if you have an ambient light in your map, thats already one light on every surface of the map. Untill the average computer can comfortably run q4, look for a lot of mappers to design under these specs.
jester!
Posts: 969
Joined: Mon Oct 31, 2005 1:55 am

Post by jester! »

:icon14:
ShapeShifta
Posts: 15
Joined: Sat Nov 19, 2005 1:06 am

Post by ShapeShifta »

Yea, I was wondering why the author didnt just slap the fps command in there and left the lighting as is for the rich folks :p ...
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