Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

speaking of competitions, there ought to be one to see who can come up with an entirely new way of visually breaking up a floor area without resorting to the old broken tile routine. no offence, but that shit is about as fresh as christ's ball sweat

other than that, there's some good stuff ITT :up:
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

seremtan wrote:...without resorting to the old broken tile routine. no offence, but that shit is about as fresh as christ's ball sweat...
http://en.wikipedia.org/wiki/Psychological_projection
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Did some additional work on the front of the chapel but I'm getting some unwanted lighting results.

There's a jagged shadow under the lip of the roof:
[lvlshot]https://dl.dropbox.com/u/18687963/map/shot0024.jpg[/lvlshot]

And a closeup of one of the windows shows a clear difference between lighting on the brush and the patch (a square cylinder) above it:

[lvlshot]https://dl.dropbox.com/u/18687963/map/shot0025.jpg[/lvlshot]
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Oh also, I added a barrel:
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_0.jpg[/lvlshot]

Which we can shoot at
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_1.jpg[/lvlshot]

But be careful, it explodes! And that, as you can see, hurts.
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_2.jpg[/lvlshot]

There's debris flying all over the place:
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_3.jpg[/lvlshot]

And that leaves a bit of a crater:
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_4.jpg[/lvlshot]
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Screenshots

Post by themuffinman »

Eraser wrote: There's a jagged shadow under the lip of the roof:
A higher lightmap resolution might fix that. worldspawn -> _lightmapscale = 0.125
Eraser wrote: And a closeup of one of the windows shows a clear difference between lighting on the brush and the patch (a square cylinder) above it:
Why not make the whole thing a patch?
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

You could add some more barrels, some explode, some include monsters/bots, and some have a nice treasury (Diablo1 ftw \o/)
As for the window: I think you shouldn't align it with the wall. Maybe extend them, like obsidian proposed for the inside.
User avatar
CZghost
Posts: 1943
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: Screenshots

Post by CZghost »

Eraser wrote:Oh also, I added a barrel:
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_0.jpg[/lvlshot]
Mmm, beer :D
Eraser wrote:Which we can shoot at
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_1.jpg[/lvlshot]
Realistic :) Keep on...
Eraser wrote:But be careful, it explodes! And that, as you can see, hurts.
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_2.jpg[/lvlshot]
Oh, that's not a beer... There was a dynamite :eek:
Eraser wrote:There's debris flying all over the place:
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_3.jpg[/lvlshot]
Realistic :) Keep on...
Eraser wrote:And that leaves a bit of a crater:
[lvlshot]https://dl.dropbox.com/u/18687963/map/barrel_4.jpg[/lvlshot]
Wow, fantastic :)
[ Linktree | Twitch | YouTube | Instagram | Websites ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

Eraser: I'd construct the top of the window out of separate patches - square cylinders get lit such that corners aren't sharp-looking. Cool barrel! :up:
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

@Eraser,
See this is why I thought the square cylinder idea was wrong. Then again, I'm just old and like to shake my walking stick at those young sloppy brush monkies ;)
Either make the entire thing from the cylinder and bury the surrounding brushes inside it, or make the top part from patch mesh, if you get LOD cracks, just ase the thing.
Like I said, am old an senile, so probably best ignore me :)
Oh the jaggy shadow....higher res lightmapscale will pronably give you higher res jaggies. External lightmaps for the win, everytime.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

themuffinman wrote:
Eraser wrote: There's a jagged shadow under the lip of the roof:
A higher lightmap resolution might fix that. worldspawn -> _lightmapscale = 0.125
I really wouldn't toss lightmapscale at every single problem, it creates a bunch of other issues for every issue it solves that are even more complicated to fix. The main takeaway from this situation is this: increasing lightmap scale when you have jagged shadows just creates higher resolution jagged shadows. It doesn't actually solve the problem.

Jagged shadows are best solved by tweaking the light source with a combination of radiosity, better sampling, and filtering. Ambient occlusion (-dirty switch) can also help a bit with small corner bits too. The light source that Eraser is using is almost certainly the sky shader, so fix the lighting there. Scrap the old Q3 style skies and replace with Q3Map2 skies, you get more options and better control. As reference, I wrote a bunch of notes for Q3Map2 sky shaders which can significantly increase quality, remove the ugly jagged shadows, and maybe even compile faster too:

http://q3map2.robotrenegade.com/docs/sh ... aders.html





dONKEY wrote:Oh the jaggy shadow....higher res lightmapscale will pronably give you higher res jaggies. External lightmaps for the win, everytime.
Oh, so close. :(

If you had stopped with the first sentence I would have agreed with you. External lightmaps are going to give the same results unless you want to sit there with Photoshop and manually soften the edges of every single luxel.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

Image


Map file (right-click, save link as):
http://zero.robotrenegade.com/imgdump/eraser-arch.map
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

@obs, lol, yep correct of course. I was just bored by the _lightmapscale nonsense, so only gave half an answer.
User avatar
seremtan
Posts: 36011
Joined: Wed Nov 19, 2003 8:00 am

Re: Screenshots

Post by seremtan »

Kaz wrote:
seremtan wrote:...without resorting to the old broken tile routine. no offence, but that shit is about as fresh as christ's ball sweat...
http://en.wikipedia.org/wiki/Psychological_projection
http://en.wikipedia.org/wiki/Raw
http://en.wikipedia.org/wiki/Nerve
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

Ok, so I built the window frames out of patches now just like obsidian described Thanks for taking the time to build an example map, but I didn't look at it. I wanted to see if I could figure it out on my own first.

Now it all looks perfect! So that's the last time I'm using Radiant's shortcuts to build things out of patches >:E

One thing though, GtkRadiant (1.6.2) wouldn't do anything if I selected the simple patch mesh that made up the sides of the frames and then selected "inverted bevel" in the "cap selection" menu. Can't it generate caps for simple patch meshes? I solved it by manually manipulating a 3x3 patch mesh into the shape I needed. It doesn't show sparklies either so I'm happy.

Final result:
[lvlshot]https://dl.dropbox.com/u/18687963/map/shot0026.jpg[/lvlshot]

oh as you can see, I also made the window frame extrude out of the wall a slight bit.
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Screenshots

Post by dONKEY »

If by side you mean the flat face on side, no, you wont be able to do an inverted bevel cap. You have to cap the inner aspect of the arch and vertex edit the cap into size and place. If that's what you meant you were doing then something must be broke in 1.6
nbohr1more
Posts: 140
Joined: Thu Sep 09, 2010 1:44 pm

Re: Screenshots

Post by nbohr1more »

One of The Dark Mod's most visually exceptional mappers, Johannes Burock, made a panorama
screen of his enormous WIP. Enjoy:

http://minus.com/m3NarQriV/1f

[lvlshot]http://i.minus.com/jYsptK3lExQiy.jpg[/lvlshot]

(Click the link to see the full resolution panorama.)
Kaz
Posts: 1077
Joined: Wed Mar 08, 2006 3:43 am

Re: Screenshots

Post by Kaz »

User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

nbohr1more wrote:One of The Dark Mod's most visually exceptional mappers, Johannes Burock, made a panorama
screen of his enormous WIP. Enjoy:

http://minus.com/m3NarQriV/1f


(Click the link to see the full resolution panorama.)
Very nice. Shame the resolution isn't a bit higher.
Also, not sure if you talk to this guy, but I wonder if it wouldn't be a tad more realistic to have some windows that aren't lit up there. I'm sure someone must be at sleep or away from home? :)
Fjoggs
Posts: 2555
Joined: Fri May 03, 2002 7:00 am

Re: Screenshots

Post by Fjoggs »

? Plenty of windows look black to me.
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

On second glance, seems like you're right. I noticed there were some unlit windows but I thought they all had shutters in front of them.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

You know, if Johannes Burock makes a small quad in front of those windows and applies a very faint, but very wide flare to it, the windows will "glow" much nicer with it being dark. A subtle glow works amazingly at night in these scenes.
nbohr1more
Posts: 140
Joined: Thu Sep 09, 2010 1:44 pm

Re: Screenshots

Post by nbohr1more »

I passed the thread link to Johaness so he can view or even sign-up :)
TruthfulLiar
Posts: 351
Joined: Sun Dec 11, 2005 9:05 am

Re: Screenshots

Post by TruthfulLiar »

candles in the windows would be purty najs
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

Some first architectural details for my map as well as my first game model ze icecave :clownboat:
If you have time maybe you could test my map?
http://maverickservers.com/forums/viewt ... cf98fece42
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

This is my WIP for Maverick's mapping competition #4:

Image
Image
Image

It is based on theme I presented about year before -> "Scrap Brain".
Post Reply