Quake II Evolved standard Q2maps - Per Pixel Lighting shots

o'dium
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Quake II Evolved standard Q2maps - Per Pixel Lighting shots

Post by o'dium »

Not to be a pimp or anything, but instead of posting the shots here i'm going to give you a link as we have a discussion going on, and tbh i have said a few things that we cant really just copy/paste over without confusing you.

You dont have to register to view or anything, just to post, so if you want to post, by all means register. I will read feedback and chitchat here as well, so dont worry

http://www.quake2evolved.com/blurforum/ ... readid=831
^misantropia^
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Post by ^misantropia^ »

G'damn odium, that looks pretty mutttafucking sexah! Is there more where that came from?
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Eraser
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Post by Eraser »

The PPL doesn't really show itself on screenshots, especially if there are no things that are actually casting shadows (apart from a few ietms here and there, but visually that's not much different from what Q3 doesn with it's stencil shadows)
Fjoggs
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Post by Fjoggs »

Yeah, I'm not that impressed really.
o'dium
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Post by o'dium »

Eraser wrote:The PPL doesn't really show itself on screenshots, especially if there are no things that are actually casting shadows (apart from a few ietms here and there, but visually that's not much different from what Q3 doesn with it's stencil shadows)
Try and get Quake 3 to create shadows of brush work on the fly ;) Then, try and get Quake 3, hell, even hl2, to cast shadows of moving brushes ;)

BTW, the point i was making is that its very hard to get decet looking lighting with vq2 maps, without a lot of work.
Fjoggs
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Post by Fjoggs »

Brush
_
X |_| ___
Light Shadow

Takes like 3 seconds in radiant. But, then again, I'm most likely just misunderstanding your meaning of 'on the fly' in this case.

If so, carry on.. (me home)
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Eraser
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Post by Eraser »

o'dium wrote:
Eraser wrote:The PPL doesn't really show itself on screenshots, especially if there are no things that are actually casting shadows (apart from a few ietms here and there, but visually that's not much different from what Q3 doesn with it's stencil shadows)
Try and get Quake 3 to create shadows of brush work on the fly ;) Then, try and get Quake 3, hell, even hl2, to cast shadows of moving brushes ;)

BTW, the point i was making is that its very hard to get decet looking lighting with vq2 maps, without a lot of work.
Well yeah I get all of that but the video you posted a while back shows much more because you actually see the light source move which shows off the dynamic casting of shadows. These screenshost don't look much different from vanilla Q2 screenshots, until you start looking at the details.
o'dium
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Post by o'dium »

Its not supposed to. A game isn't a tech demo. The shots i've posted are screenshots of what it looks like so far, without major tweaking. Its not supposed to have huge shadows everywhere. Its only when a rocket flies past, or a crate slides over the conveyor belt, that you see the shadow volumes really working their magic. Of course, you will always see shadows looking like they should from the lights, but the point is getting the original Quake 2 levels lit, without it being a) too black, b) too ugly and c) to slow, and thats a very hard task indeed.

I could show tech level after tech level of shots with shadows cast from light source, hiding spots, all sorts, but thats not a playable game. Its just a tech demo.

PS :p

[lvlshot]http://www.quake2evolved.com/odium/q2e_ppl_stfu.jpg[/lvlshot]
o'dium
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Post by o'dium »

Ok, shitty test map, with shitty lighting, but its a tech map isn't it, so it shows you shadows. And, its 25FPS:

http://www.quake2evolved.com/q2efiles/q ... ideo_2.zip
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Eraser
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Post by Eraser »

Ok now that looks cool :D
o'dium
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Post by o'dium »

Ok, a new video. Some people still dont understand that everything is lit and shadowed the same way. Even moving brushes.

So, this movie is for you guys:

http://www.quake2evolved.com/q2efiles/q ... ideo_3.zip
Zimbo
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Post by Zimbo »

wow that really looks better than doom3 :icon27:
Zimbabwe
zerofactor (ryan)
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Post by zerofactor (ryan) »

Zimbo wrote:wow that really looks better than doom3 :icon27:
i hope thats sarcasm.
o'dium
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Post by o'dium »

Sounds like it. Although until we get some other factors inside the engine its impossible to look as good as doom 3.

Doom 3 can look amazing at times, its just PC's arn't supposed to load higher res textures and models so much. Thats why it cant.
o'dium
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Post by o'dium »

Fuck, maybe I should of made a bigger map? :lol:

Image
450
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Post by 450 »

Wow...I never knew Quake II could look so good! Nice work! :icon31:
Psyche911
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Post by Psyche911 »

Very cool.
I've been playing through :q2: for my first time in the old Quake II: Evolved, but can't wait for this.
nyxs-uk
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Post by nyxs-uk »

Great work.
Though it is hard to realise from the screen shots that the dynamic lights are not precomplied lightmaps. Thats probably catching people out.

p.s. q2e is the only way to play on xp :D
Psyche911
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Post by Psyche911 »

nyxs-uk wrote: Though it is hard to realise from the screen shots that the dynamic lights are not precomplied lightmaps.
Watch the videos then. :p
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seremtan
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Post by seremtan »

Hm. Are games of the future going to get darker and darker until the only strategy left is knowing when to use up your precious torch battery?
Fjoggs
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Post by Fjoggs »

You're a mapper, so, let's start an anti-darkening group, by making every map for all the new games shiiiii bright.
That'll show 'em! :p
o'dium
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Post by o'dium »

seremtan wrote:Hm. Are games of the future going to get darker and darker until the only strategy left is knowing when to use up your precious torch battery?
No, but for shear performance reasons, darker = faster. As i mentioned in another thread, i can make bright maps. I can make Q2E look a lot like VQ2 does in terms of brightness and lighting, but damn, will it run SLOOOOOOOOOOOOOOOOW.

For example:

Image

However one thing we CAN do, that both Q2E and Doom 3 does, is stop making lights based on single "radius" figures and use X,Y and Z figures instead. This lets us make a light that is 300 radius deep, but only 20 wide. For example, if you have a walkway that lights up the floor below, say, 20 feet below, and then on the walkway you have lights placed 5 feet apart, making a light fill the entire radius 20 feet in all directions will be VERY slow and can cause slowdowns with those other lights overlapping. However, if you make the light shine 20 feet down but only a few feet out either side, you limit the overlapping and increase performance.

So its not so much a technical drawback its just for performance reasons, its better to stick to darker levels :D
Mogul
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Post by Mogul »

Couple of things real quick here --

1. Quake II is a pretty freaking dark game as it is.

2. Stylistically, it's a lot cooler to have a very black room with lights here and there, than to have a fully lit room full of the "real" new lights -- loses the effect that way.

Not to mention the performance issue. I was just speaking in terms of style.
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
o'dium
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Post by o'dium »

Ok, updated Tech map shots. dont take them for granted as yet, the lighting is sucky because i'm still learning how to cope with this in the new engine ;) Oh, and the door and rock texture are the only ones still "borrowed" from doom 3:

Image

Image
Mogul
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Post by Mogul »

O'dium. Release this thing, man. Come on, I'm dying here. :)
This line only remake is total rubbish I've ever seen!!! Fuck off!!! --CZghost
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