Are you saying the floor tiles and walls are too shiny but yeah I do need to play eight the spec power/scale levels in some cases. Anything that stands out really badly?
Also sock, those textures give q3 a totally new breath of life
The last shot has too much specular on walls, floor, wood and cardboard boxes. Wood, and especially cardboard are completely matte surfaces so probably shouldn't have any specular on it at all.
those screenshots look better than the last ones. the map is really starting to look interesting. the unique style of art is now paying off with the architecture you have going here now in these shots.
Are you saying the floor tiles and walls are too shiny but yeah I do need to play eight the spec power/scale levels in some cases. Anything that stands out really badly?
Well, in this shot the floor tiles look too shiny and the right mirror looks not like a mirror but like someone poured molten tin in there and had it dry up.
In the second shot the floor and walls are too shiny. It just looks like everything has a thin layer of frozen water on it, like you're walking around in a big freezer.
Keep in mind that they are tiles, so yeah they would be shiny. However I will play with the spec map, power and scale settings there so they look a bit different as they at also supposed to be dirty too.
The mirror is a tough one, it need to reflect, and I'm thinking that problem is actually coming from the fact it reflects too much. It's also using a temp env map there until I finish that room an can give it a decent one.
When I get back home I'll have a mess with all the spec levels, see if I can't figure something out.
[i]new pics from last nights final compile...
new "steps" in the center.. incomplete/jail "lock up" zone in conceptualization
still working on the hinting around the center... 43fps at high tri draw spot.[/i]
Ps - imm still the last poster today so heres two new ones: some compile changes during light phase, a bit bright in spots maybe.. opinions?
fps lol didnnt do vis stage for these shots pic1 - pic2
Last edited by skinNCNmaster on Wed Jan 04, 2012 6:01 pm, edited 10 times in total.
fKd wrote:this map has its own thread, why are you spamming the screenshot thread as well?
He's attempting to evade ignoring. I believe he feels his thread is being ignored, and therefore he's spamming more stuff about it in here. I believe he still hasn't learned to accept the fact that sometimes people just aren't interested or don't feel like posting a reply.
1, the maps thread is for the beta which is a few days old... these screenshots are from today, current work in progress and this is the "screenshots of what we're working on thread"
2. pardon me for participation in a near dieing forum, but then quake 3 is pretty fun, i will probably be around after many of you move on.
3. its funny how may i point out, the number of replies that do get posted having nothing to do with quake or mapping and everything to do with some other posters ability to write a post that passes big brothers inspection criteria
Last edited by skinNCNmaster on Wed Jan 04, 2012 5:58 pm, edited 2 times in total.
your screenshots are all really dark. you should also /cg_draw2d 0. and dont forget, quality always wins over quantity. from the screens the lighting looks very flat and bland, maybe a few brighter areas might add a little contrast. lots of strange angles and its very open, looks like rail would own it up hard.
skinNCNmaster, the amount of screenshots you're posting is a bit excessive indeed. People are interested in seeing your work, but post two or three screenshots that focus on some significant changes that you've made. Random screenshots of the map that show just a few tiny changes aren't of interest to anyone.
1, my screenshots are not ALL really dark
2, thank god god created someone who knows what EveRYOne wants and likes.
3. with less than ten people posting regular shots of "what youre working on" is it really necessary to prune?
fkd, thanks for the hud on off thingy..
as for qual/quan... you didn't see screenshots from 10+ other compiles of the same day..
-post moved up:
@odiums post beneath this one: theyre 1024x76 actually scaled by the lvlshot tag, yours are near 2mb per image... but you include two images in each picture(the bunkbeds), duplicating one we've seen before a bunch of times... if you toss that copy pic from each shot you'll save some size..
ps-fkds post
hey um as for the lighting... i've got a half dozen different light compile strings im trying to work out the best light for the map still, its a darknight time skybox and i don't want to over pup the map with minilights
ps- @ mkjs post below, noted, no more than 1 & urls for additionals
pss- at fkd's post below, SPOT LIGHTS, good idea.. ty
Last edited by skinNCNmaster on Wed Jan 04, 2012 9:43 pm, edited 12 times in total.
I don't mean to go out of character and play the nice guy, but... Hes posting a few 640x480 pics. jpegs, no less. Are we all having a hard time downloading them...?
If so, I feel bad now for posting mine, which while few, likely equal more bandwidth than all his.
if you wanna be a nerd about it, weakass browsers (like IE) only support so many simultaneous transfers. so in a situation like this its not about bandwidth but delay caused by the amount of items.
@skinNCNmaster how about like overhanging flood lights. (center, and each base) could be a cool looking thing if you work it into ya theme with those crazy shaders you love to make.
Yeah, I know, I remade something I only actually bloody made a few months back, sue me... I was never really happy with the Ivy, it was always a bit too bland, no detail, the colour was all off, blah blah... This new ones not perfect, I only used four different leaf designs for one, and it can be a bit obvious if you look for it in spots. I did use different scales however, but the repeating leaves, well, just deal with it I can't be arsed to go back and fix it now anyway.
NOTE: Pics are links rather than images as they are high res .PNG files so jpeg compression doesn't rape my arse.
Now of course thse are sheets for foliage on walls and the like. Once I've remade all the 3d shapes so that the ivy has volume in the level, I'll show you a few screenshots of that too.
messin around with geometry fro gregyptctf1
[lvlshot]http://www.rave.ca/en/image/original/441945/[/lvlshot]
[lvlshot]http://www.rave.ca/en/image/original/441792/[/lvlshot]
I'll change those to smaller hotlinked pics in a min as requested...
Yeah, with the skeleton I'm really finding it hard to get a decent look on his spec, no matter what I do, he looks shiney... I thought the EXACT same thing as I posted them. I'll have a few tests.