Page 63 of 295
Posted: Thu Nov 02, 2006 11:24 pm
by seremtan
map #4, now with trains!
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge01.jpg[/lvlshot]
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge02.jpg[/lvlshot]
Posted: Thu Nov 02, 2006 11:30 pm
by Hipshot
seremtan wrote:map #4, now with trains!
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge01.jpg[/lvlshot]
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge02.jpg[/lvlshot]
Nice. However, the turn seems pretty, uhm, not-round, which is a shame really.
Posted: Fri Nov 03, 2006 7:22 pm
by seremtan
source doesn't have patches
also, you never actually see the turns from that angle in-game, only from on ground level
Posted: Fri Nov 03, 2006 7:37 pm
by Kat
Is this right... some of those objects don't look as if they're fogging correctly, if at all?
The ground shot looking up looks good.
Posted: Sat Nov 04, 2006 9:21 am
by seremtan
yeah source has this annoying feature whereby models don't fog the same as brushwork (same underwater as well). nothing that can really be done about that, other than hope that valve will release another update that fixes it (and probably breaks something else in the process, as usual)
btw that water is full of leeches

Posted: Sat Nov 04, 2006 2:26 pm
by Kat
The game was released with fog incomplete like that? If so "wow!". All the the fanboys talk about how advanced the rendering engine was and they haven't even fixed fog. I'm genuinely surprised at that.
Posted: Sat Nov 04, 2006 3:04 pm
by seremtan
not only that but neither the sky nor the surface of water is fogged. in the case of models i suspect it's because the normalmapping in hardware DX9 interferes with it somehow
Posted: Sat Nov 04, 2006 3:57 pm
by Hipshot
seremtan wrote:not only that but neither the sky nor the surface of water is fogged. in the case of models i suspect it's because the normalmapping in hardware DX9 interferes with it somehow
The sky is not fogged because of same reasons as many games. And it's easy to change, just change the sky shader.
Code: Select all
"sky"
{
"$hdrbaseTexture" "skybox/hipshot_hdr_up"
"$baseTexture" "skybox/hipshot_up"
"$nofog" 1 <---------------- !
$ignorez 1
}
And for the models, I'm pretty sure this is somehow driver related, as I've seen on many cmputers, models that is beeing fogged. Might be a ATI/nV problem...
Posted: Sat Nov 04, 2006 4:42 pm
by seremtan
sounds like i now have no excuse not to create at least some custom assets (i'm trying to stick with the vanilla stuff - less work)
also, you may be right on the nV/ATI thing - it's been the case on all my GF cards, from 5600 to 7600, with all the drivers for the last two years or so
btw is there a way to fog water as well?
Posted: Sat Nov 04, 2006 9:23 pm
by ScrotcH
Nice to still see some cool work being madea round here. Haven't posted anything in over a year so here goes. Heres something I started last spring but haven't got around to finishing yet. Been workin on and off again for it at home, gonna try and finish it up. Needs some layout tweaking still and some better area identifiers.

Posted: Sun Nov 05, 2006 2:41 am
by Hipshot
seremtan wrote:sounds like i now have no excuse not to create at least some custom assets (i'm trying to stick with the vanilla stuff - less work)
also, you may be right on the nV/ATI thing - it's been the case on all my GF cards, from 5600 to 7600, with all the drivers for the last two years or so
btw is there a way to fog water as well?
Soz, don't know a fix for the water, read below.
I think both the model and water issue with fog has to do with a sorting problem and I don't know how to fix this. The fog should be the last thing rendered in a scene so that you will never see things through it as in you pics, but sort problems can occure when there's issues with hardware/software.
I'm pretty sure valve made this correct, I don't thing they missed it, it's to obvious and many people has mentioned this "bug". I do not have the problem in SIN E1, which also is Source, same goes for Vampire BL.
Posted: Sun Nov 05, 2006 10:43 am
by seremtan
there are times i miss things like the alpha vertex blending thingy in Q3. i remember someone made a tech example map of a sea with no visible horizon (possibly it was ydnar)
another annoyance (don't know if you've ever done anything like this) is that when using z-plane clipping in a map with a sea horizon, the clipping bites off small squares of sea (because of the way the water is chopping up in VVIS), which can look weird, especially with unfogged water
Posted: Sun Nov 05, 2006 11:06 am
by Hipshot
seremtan wrote:there are times i miss things like the alpha vertex blending thingy in Q3. i remember someone made a tech example map of a sea with no visible horizon (possibly it was ydnar)
another annoyance (don't know if you've ever done anything like this) is that when using z-plane clipping in a map with a sea horizon, the clipping bites off small squares of sea (because of the way the water is chopping up in VVIS), which can look weird, especially with unfogged water
Yea I know, a shame, Q4 has not vertex alpha like that either AFAIK. However, if you have simple shapes touching the bottom, you can fake the blend with an ovrelay of gradiant brushes, I did this in a map last year, worked good and did not add to many polys, the scene were pretty low poly as a whole though...
Posted: Sun Nov 05, 2006 8:05 pm
by phantazm11
@ScrotcH: Man, that map looks pretty awesome. Lots of vertical action going on. I can't wait to play it.
phantazm11
Posted: Sun Nov 05, 2006 11:06 pm
by GODLIKE
ScrotcH: Looks like a fun map.. I'm always a fan of multi-level verticality. When's the beta?
Posted: Tue Nov 07, 2006 6:15 am
by ScrotcH
It'll probably be at least a month as I am incredibly busy with work to put much time into it. It's a sunday afternoon project right now.
Posted: Fri Nov 10, 2006 7:55 pm
by obsidian
[lvlshot]http://members.lycos.co.uk/quakeroats/screenshots/06111001lotus.jpg[/lvlshot]
[lvlshot]http://members.lycos.co.uk/quakeroats/screenshots/06111002lotus.jpg[/lvlshot]
3ds MAX screenshot view of vertex lit polygons. I'm probably going to redo the lily pad. Then create the low poly counterparts and bake the normal and diffuse maps.
Posted: Sat Nov 11, 2006 5:13 pm
by Kat
Lol.. I saw the highpoly version and though "WTF, that's way too high for in game use!" Then I read the rest of the post.. hehe
Organics can be really tough to do but that definately looks like a lotus/lilly flower.
Posted: Sun Nov 12, 2006 4:00 pm
by Hipshot
Posted: Sun Nov 12, 2006 7:18 pm
by Chi
very nice
it needs dead trees imo
Posted: Sun Nov 12, 2006 8:06 pm
by seremtan
some sexy looking alpha blending there :icon14:
btw those roof windows in shot 3 could do with some volumetric beams coming through them
Posted: Sun Nov 12, 2006 10:57 pm
by Hipshot


Updated the light, by adjusting the -compensate value, looks much better IMHO and much more what I wanted it to look like, hot and rusty. Q2 > Q4.
The map is ready for playtesting, which I will conduct at work tomorrow. It's great being able to test the map in a real LAN environment before you release it to the puclic.
seremtan wrote:some sexy looking alpha blending there :icon14:
btw those roof windows in shot 3 could do with some volumetric beams coming through them
When I started making the map, early, this saturday morning, I had fog in mind, then I would have made sun rays from windows and glows from light emiters, but since Q3 sucks at fog and I think it give a more cold feeling, I skipped it. However, I've been thinking about adding someting like dustmoats, as in Source, I'm sure _you_ know what I mean.
Posted: Sun Nov 12, 2006 11:37 pm
by seremtan
yeah you mean func_dustmotes or somesuch. there's also something in the effects/ folder as well that's sharper
but this is off-topic entirely
Posted: Wed Nov 15, 2006 4:14 pm
by ALMighty
Trying out the Hammer editor. Can anyone tell me why the cars get blue like this when compiled with HDR lighting?

Posted: Wed Nov 15, 2006 8:55 pm
by Raven
Nice looking shots there Scrotch! Do you have anymore coming in the near future?