Screenshots
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c'mon fjoggs, make something good =)
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ALMighty, you should add more lighting, coming off the snow and shining on the walls and other things, cause in real life, a lot of light would reflect off the snow onto the buildings and things. (Edit: Maybe if you "bake" the map, that will have that effect? I don't know what "baking" a map really does, but I read that "baking" skins has a well-lit effect. Then again, maybe you'd still need some actual light sources in the snow shining upwards cause of the water-like reflectiveness of snow.)
Also, you should get rid of the aliasing of those shadows, however that's done. I know it can be done cause I've seen maps where the shadowing is soft and straight.
Also, you should get rid of the aliasing of those shadows, however that's done. I know it can be done cause I've seen maps where the shadowing is soft and straight.
It's cause the Q3 items are the only point of reference without the player model in there.o'dium wrote:Looking back, i still get the double impression... One shot with no player looks so wrong, one with the player doesn't look wrong, it looks off, strange...
Re: Screenshots
@DTS: Stop using the word, "bake" because from a level design standpoint, you have no idea what this means.
We refer the process of compiling a lightmap "baking" since you are taking your light sources and compiling them into a series of lightmap images. Pretty much every lit surface in Quake 3 is lightmapped with the exception of models and items which are vertex lit and a few other exceptions specified by shaders. "Baking" has many other meanings (like skins for example) for other applications.
Since lightmaps are low resolution images, there will always be a certain degree of aliasing regardless of lightmap scale. Best way to counter this is with a bit of lightmap filtering which will blur out the aliasing.
@Everyone else: Yes, I think we've all agreed that way things are scaled in Quake III makes things look funny. I'm surprised you didn't figure that out in 1999. I agree with Fjoggs... more screens, less redundant talk about stuff that is already common knowledge.
We refer the process of compiling a lightmap "baking" since you are taking your light sources and compiling them into a series of lightmap images. Pretty much every lit surface in Quake 3 is lightmapped with the exception of models and items which are vertex lit and a few other exceptions specified by shaders. "Baking" has many other meanings (like skins for example) for other applications.
Since lightmaps are low resolution images, there will always be a certain degree of aliasing regardless of lightmap scale. Best way to counter this is with a bit of lightmap filtering which will blur out the aliasing.
@Everyone else: Yes, I think we've all agreed that way things are scaled in Quake III makes things look funny. I'm surprised you didn't figure that out in 1999. I agree with Fjoggs... more screens, less redundant talk about stuff that is already common knowledge.
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I think it wasn't blurring that they used in the maps I saw cause they didn't look blurred they looked high res. Maybe they used high resolution lightmaps somehow. Is that possible? Well they did look smooth like they were a little blurred but they didn't look low resolution at all like I've seen in some maps.obsidian wrote:Since lightmaps are low resolution images, there will always be a certain degree of aliasing regardless of lightmap scale. Best way to counter this is with a bit of lightmap filtering which will blur out the aliasing.
By the way, you said "@Everyone else" about the scale issue, well I commented on that aswell so you could have said "Everyone".
Re: Screenshots
quiteobsidian wrote:more screens, less redundant talk about stuff that is already common knowledge.

i know, i know, this hasn't had any lights added to it yet
also, i will hopefully soon have some action shots since this entire level is mostly one big set-piece
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Doesn't halfllife have any command similar to cg_drawgun? All your shots has that yellow gun of yours in the middle. Looks nice anyway tho I guess 

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Higher resolution lightmaps will help when it is combined with filtering, but high resolution lightmaps alone will only create smaller zig-zags.DTS wrote:I think it wasn't blurring that they used in the maps I saw cause they didn't look blurred they looked high res. Maybe they used high resolution lightmaps somehow. Is that possible? Well they did look smooth like they were a little blurred but they didn't look low resolution at all like I've seen in some maps.
Re: Screenshots
amen obsidian.
fjoggs, where is that screenshot?
seremtan: i might be being picky (and i am going to be, so please allow me some leeway), but that color theme for buildings has been done to death, especially in those upper buildings where you alternate the brown wood with the red wood. the shot looks great, though, so i'm not saying to change it, merely suggesting to look at other possibilities. imo, that color of wood has always sucked. (esp when in the lower building, you have a perfectly white door in the middle of the red wood.
ps: texture on that gun looks so weird... like it's not properly mapped at all. and the tufts of grass look out of place considering the terrain.
fjoggs, where is that screenshot?
seremtan: i might be being picky (and i am going to be, so please allow me some leeway), but that color theme for buildings has been done to death, especially in those upper buildings where you alternate the brown wood with the red wood. the shot looks great, though, so i'm not saying to change it, merely suggesting to look at other possibilities. imo, that color of wood has always sucked. (esp when in the lower building, you have a perfectly white door in the middle of the red wood.
ps: texture on that gun looks so weird... like it's not properly mapped at all. and the tufts of grass look out of place considering the terrain.
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Thanks for the explanation; I've edited my post in Boilingoil's thread where I talked about the same thing.obsidian wrote:Higher resolution lightmaps will help when it is combined with filtering, but high resolution lightmaps alone will only create smaller zig-zags.
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im working on itwattro wrote:fjoggs, where is that screenshot?

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r_drawviewmodel 0Fjoggs wrote:Doesn't halfllife have any command similar to cg_drawgun? All your shots has that yellow gun of yours in the middle. Looks nice anyway tho I guess
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Screenshots
yes it does - unfortunately, the only weapon the player has at this point is the grav gun, and when you hide it with cl_drawgun 0, it still draws the orange sprite on the endFjoggs wrote:Doesn't halfllife have any command similar to cg_drawgun? All your shots has that yellow gun of yours in the middle. Looks nice anyway tho I guess

however i've added in an RPG for the epic gunship battle so hopefully next time i can get a clean shot
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does this remove the orange grav gun sprite?Hipshot wrote:r_drawviewmodel 0Fjoggs wrote:Doesn't halfllife have any command similar to cg_drawgun? All your shots has that yellow gun of yours in the middle. Looks nice anyway tho I guess
i decided early on not to create a whole raft of new materials, since i have enough work to do creating everything else. to avoid the inevitable sameness problem, i've decided to put all the newness into the geometry, and create structures that are a bit weird and leftfield but still identifiably in the HL2 universe (it's set in that anyway). so, there will be no ravenholm or city17 clones, unlike so many maps using vanilla assetswattro wrote:seremtan: i might be being picky (and i am going to be, so please allow me some leeway), but that color theme for buildings has been done to death, especially in those upper buildings where you alternate the brown wood with the red wood. the shot looks great, though, so i'm not saying to change it, merely suggesting to look at other possibilities. imo, that color of wood has always sucked. (esp when in the lower building, you have a perfectly white door in the middle of the red wood.
blame valveps: texture on that gun looks so weird... like it's not properly mapped at all.
not sure what you're on about here. looks fine to meand the tufts of grass look out of place considering the terrain.
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Pretty sure, don't remember, why don't ya just switch gun, before you hide the weapon...seremtan wrote:does this remove the orange grav gun sprite?
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Even though I don't think it looks at all like Dai ep3, it's nice to see snow for once =)ALMighty wrote:Painted a brick and snow texture real quick just to try out this theme for my map. If anyone played episode 3 of Daikatana, that's basically the theme I'm going for.
[lvlshot]http://image.bayimg.com/iagioaabp.jpg[/lvlshot]
When are you going to release those trees??!! =)
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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It's ironical that my own level has inspiration from Dai too (Episode 2) and that doesn't look much like it either...








Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Re: Screenshots
awesome! that broken arch is ace!
i'd consider adding some structure above the quad. it looks not that realistic because it seems rather unstable yet to clean
i'd consider adding some structure above the quad. it looks not that realistic because it seems rather unstable yet to clean
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thats realy nice hipshot, i wanna run around on that... give us a beta or something...
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seremtan, use impulse 200 and cl_drawHud 0 to get rid of the weapon and HUD view.
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Re: Screenshots
dubz wrote:thats realy nice hipshot, i wanna run around on that... give us a beta or something...
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hmm i guess i find it hard to tell what that ground actually is. looks kinda rocky, maybe flattened grass on it?? i can't really tell. i guess i just don't know if i expect tufts of grass to grow like that. maybe i'm just making shit up.seremtan wrote:not sure what you're on about here. looks fine to meand the tufts of grass look out of place considering the terrain.

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This is for wattro. It's nothing really, just showing that I aint dead. :X








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ha, contrast between orange sky and the map is sweet. can't wait to see it playable. 
