Screenshots
Re: Screenshots
Well, Im trying to get the style kinda like shiny normalmapped, but for old technology w/o normal maps ) Could try to tone down the hilights a bit
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Re: Screenshots
You can still get that effect. What I'm saying is that using the B&E filter isn't the best way of achieving that look. So yes, tone it down a lot and then hand paint some of those highlights using techniques I linked above.
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Re:

10fps

I'll be doing the lighting (and possibly low-poly collision stuff) in max, if I ever decide to try and play on this map. I'll also be adding a bunch of detail and other good stuff, duh.
Re: Screenshots
Needs smoothing groups and texture blending. Why only 10fps?
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Re: Screenshots
I'm still working out some bugs with the blending shader, and I also need to learn how to do a couple more things, such as increase the length of the blend (over 2-3 brushes instead of 1).
The reason I get 10fps is because this map is ~35,000 brushes. That's bound to screw with any system.
The reason I get 10fps is because this map is ~35,000 brushes. That's bound to screw with any system.
Re: Screenshots
Is that your own rendering engine or some fancy model trick in Q3?
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Re: Screenshots
That mountain is 100% brushwork, generated in Easygen from a heightmap I made in L3DT. It works fine in baseq3 (aside from the 2k textures, which should work with some config tweaking that I'm too lazy to do).
Re: Screenshots
I thought I recognised the work easygen signature. Am not sure why you would want to use that. The old metashader stuff too is hopelessly outdated. If you can use Max, why not model the terrain in Max in the first place?
Re: Screenshots
It doesn't look 35k? Maybe its the perspective and stuff making it seem that way. But anyway, thats nothing. The problem is likley coming from them being unsmoothed, which is a hell of a lot slower on bigger things.
But even still, 10fps... What system? I didn't think Q3 was that bad...?
But even still, 10fps... What system? I didn't think Q3 was that bad...?
Re: Screenshots
Are you using caulk between brushes and converting it all to detail? Could significantly improve performance with that alone.
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Re: Screenshots
Only the top faces are textured, and everything is detail. I honestly don't know what the hell vis is for, but I tried calculating vis with no optimisations, and it took around 8 hours (28976 seconds). That was fun... after that, I ran out of ram on the light stage. Q3map literally needed 28mb more memory to compile.
Some other time, some other place, I'll ask and learn about optimisations, but this is for SCREENSHOTS =D
I'm going to try and get a friend's remote compiler setup working, because he has some badass servers that could compile this map quite fast. 16 cores and endless ram.... one can dream.
EDIT: I don't know what you guys are talking about smoothing, but I can say that I only get 10fps when I hover above the map so every brush is rendered. Most of the rest of the map hovers between 60-100, with some trouble spots being around 40.
Some other time, some other place, I'll ask and learn about optimisations, but this is for SCREENSHOTS =D
I'm going to try and get a friend's remote compiler setup working, because he has some badass servers that could compile this map quite fast. 16 cores and endless ram.... one can dream.
EDIT: I don't know what you guys are talking about smoothing, but I can say that I only get 10fps when I hover above the map so every brush is rendered. Most of the rest of the map hovers between 60-100, with some trouble spots being around 40.
Re: Screenshots
try some phong shading, shit looks ugly like ur face.
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Re: Screenshots
Smoothing/Phong shading are interchangeable terms. Using it and your terrain won't look so faceted.
Are you sure the entire terrain mesh is converted to detail brushes? It should take no more than a few seconds to compile the -vis stage if all you have is a structural box.
Are you sure the entire terrain mesh is converted to detail brushes? It should take no more than a few seconds to compile the -vis stage if all you have is a structural box.
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Re: Screenshots
I've never gotten Phong shading working properly. I tried it on a few terrain maps, but nothing ever happened.
Re: Screenshots
Nice, but before/after screenshots usually work best if you take screenshots in exactly the same location. In all honesty, I'm not seeing the relation between each before/after pair.
Re: Screenshots
some more before/after
[lvlshot]http://i.imgur.com/sjveQwU.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/hrvNxXx.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/v8DoH08.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/3jgoVI6.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/4ieTJjd.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/8245Zfz.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/TtMTlBK.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/vhLx0xs.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/sjveQwU.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/hrvNxXx.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/v8DoH08.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/3jgoVI6.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/4ieTJjd.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/8245Zfz.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/TtMTlBK.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/vhLx0xs.jpg[/lvlshot]
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
Re: Screenshots
Colour... In OverDose...? Whatever next...?
[lvlshot]http://media.moddb.com/images/games/1/12/11396/replace.jpg[/lvlshot]
[lvlshot]http://media.moddb.com/images/games/1/12/11396/od2.jpg[/lvlshot]
[lvlshot]http://media.moddb.com/images/games/1/12/11396/od3.jpg[/lvlshot]
Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...
[lvlshot]http://media.moddb.com/images/games/1/12/11396/replace.jpg[/lvlshot]
[lvlshot]http://media.moddb.com/images/games/1/12/11396/od2.jpg[/lvlshot]
[lvlshot]http://media.moddb.com/images/games/1/12/11396/od3.jpg[/lvlshot]
Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...
Last edited by o'dium on Fri Feb 22, 2013 5:15 pm, edited 1 time in total.
Re: Screenshots
Looking good o'dium. What's the source of the red light though? The lamp above the doorway? Because that looks like it's emitting a much more yellowish light (and wouldn't cast light like that on the door itself).
Re: Screenshots
Oh for... Latest build changed flares and I forgot, so the red flare is the wrong colour above the door... How did I not see this.......
Re: Screenshots
Team Blur.
Dick teasing est. 2002.
(Looking good though
)
Dick teasing est. 2002.
(Looking good though

Re: Screenshots
Not mapped for awhile, did some doodling this morning:


Re: Screenshots
That most certainly is more than just a little doodle, sir. Is that Q3? Pretty lightmaps make me happy.
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