Quake II Evolved standard Q2maps - Per Pixel Lighting shots
Quake II Evolved standard Q2maps - Per Pixel Lighting shots
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
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
-
- Posts: 4022
- Joined: Sat Mar 12, 2005 6:24 pm
Try and get Quake 3 to create shadows of brush work on the flyEraser 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)


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 wrote:Try and get Quake 3 to create shadows of brush work on the flyEraser 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)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.
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
[lvlshot]http://www.quake2evolved.com/odium/q2e_ppl_stfu.jpg[/lvlshot]
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

[lvlshot]http://www.quake2evolved.com/odium/q2e_ppl_stfu.jpg[/lvlshot]
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
http://www.quake2evolved.com/q2efiles/q ... ideo_2.zip
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
So, this movie is for you guys:
http://www.quake2evolved.com/q2efiles/q ... ideo_3.zip
-
- Posts: 63
- Joined: Wed Apr 27, 2005 6:32 pm
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.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?
For example:

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

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.
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