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Posted: Tue Oct 25, 2005 10:37 pm
by shiznit
Looks cool but I don't really like the barbecue pit.

Posted: Tue Oct 25, 2005 10:38 pm
by shiznit
o'dium wrote:Either i make it bright and washed out and slow FPS, or dark and moody and fast.

Q3DM6 at default isn't very different.

You all need to remember this is a new engine, with new lighting. Anybody expecting it to look even 50% the same needs to think again. Im sorry.
Seriously dude, give it some light.

Posted: Tue Oct 25, 2005 10:38 pm
by Deathshroud
o'dium wrote:Either i make it bright and washed out and slow FPS, or dark and moody and fast.

Q3DM6 at default isn't very different.

You all need to remember this is a new engine, with new lighting. Anybody expecting it to look even 50% the same needs to think again. Im sorry.
Why not use a soft ambient light? There is a thread in lvl editing about it.

Posted: Tue Oct 25, 2005 10:39 pm
by o'dium
shiznit wrote:
o'dium wrote:Either i make it bright and washed out and slow FPS, or dark and moody and fast.

Q3DM6 at default isn't very different.

You all need to remember this is a new engine, with new lighting. Anybody expecting it to look even 50% the same needs to think again. Im sorry.
Seriously dude, give it some light.
Do you want to play it or look at it?

Fine, i'll give i light. First person that moans about the 15FPS in the corner can suck my dick.

Posted: Tue Oct 25, 2005 10:40 pm
by shiznit
Wasn't there a fast way to give light, sorry I don't know much about lighting but I don't think dark maps are good for q4 multiplayer.

[lvlshot]http://www.fuzzyslogic.com/blerk/q3dm6.jpg[/lvlshot]

Posted: Tue Oct 25, 2005 10:41 pm
by o'dium
Ambient light, but that washes out everything to so it needs a good dose of pointlights.

Dont worry, im working on it, ill show you the new results in a sec.

Posted: Tue Oct 25, 2005 10:43 pm
by shiznit
One thing I wanted to say is that for me when I take screenshots the gamma is reset back to 1, so I get dark screenshots. I wonder if that's what happened to your screenshots because you first batch is a bit lighter then your last set. But good work anyways. :icon14:

Posted: Tue Oct 25, 2005 10:56 pm
by shiznit
In other news I would like to point out that I just finished my first map for quake4 named box and I'm expecting it to do what the fy_ maps did for cs:s.

Image

Posted: Tue Oct 25, 2005 11:00 pm
by o'dium
Using new brightness levels (frame rate took a bit of a hit, but hopefully that will vanish once i get Vis working), the brightness is a lot higher. The reason it, for the most part, doesn't look as bright in some areas is because it just made no sense to. Its a lightmap engine, lighting was a hack at best and never looked good, so it could be anywhere and everywhere.

Now accept it will never look the same, and come to some kind of understanding:

Image

Posted: Tue Oct 25, 2005 11:02 pm
by o'dium
I could "maybe" up the ambient a tad more and make it a bit more browner to match the old colour, but again, this isn't exactly going to look pretty. Ambient light lights the local texture from the front with no specular, and looks horrible.

Posted: Tue Oct 25, 2005 11:04 pm
by Bdw3
I'd hit it. :icon14:



:paranoid:

Posted: Tue Oct 25, 2005 11:09 pm
by TTK-Bandit
don't get confused about lighting..
just finish the map, so we can see the lighting ourselves,
then we can decide wether it has to be brighter or not..

Posted: Tue Oct 25, 2005 11:11 pm
by axbaby
honestly guys .. most of us are going to crank up the gamma and turn off shadows .. so those complaining about "it's too dark" are being foolish.

let the man make it and let us tweak our own lighting levels.

Posted: Tue Oct 25, 2005 11:13 pm
by spookmineer
Looking good, but happened to the floor texture in Q3 in the first pic?

Posted: Tue Oct 25, 2005 11:14 pm
by AmIdYfReAk
Odium is using HAX!!

*cough*

actually, i think it simply applies to Extra Pk3's he has in his q3 dir. :)

Posted: Tue Oct 25, 2005 11:14 pm
by o'dium
spookmineer wrote:Looking good, but happened to the floor texture in Q3 in the first pic?
Test texture for ingame scale.

Posted: Tue Oct 25, 2005 11:17 pm
by Deathshroud
Why not check out some of the Q4 maps to see how they lit their levels?

Posted: Tue Oct 25, 2005 11:19 pm
by o'dium
Deathshroud wrote:Why not check out some of the Q4 maps to see how they lit their levels?
I already know how they did it, check the thread. Fully ambient lit for no dark spots and smaller point lights. Trouble is that looks shit on this level.

Posted: Tue Oct 25, 2005 11:19 pm
by hemostick
The new ambient lights with the nofalloff shader don't flatten things as much as they used to (provided you don't use an insanely bright light color). Besides, looking at these screenshots with my gamma and brightness screwed from an unexpected Q4 quit is fine, so I think the current lighting is bright enough.
Also about vising : I think those holes you added in the wall gears should be covered. If you really want the "shoot projectile through it yay" thing, you could also use a very small teleporter on each side of the hole ;)

Posted: Tue Oct 25, 2005 11:20 pm
by AmIdYfReAk
or how about give me the map, and i'll see if its to dark or nice and secksi.

Posted: Tue Oct 25, 2005 11:22 pm
by o'dium
Heres a tip. Enlarge one of the screens i posted so it fits your whole screen and nothing else is on it. Check it in normal conditions.

If its to dark you can have your money back. :p

Posted: Tue Oct 25, 2005 11:31 pm
by Pro*Neo
O´dium masterrrrr!!!!!!! Just going on doing the map, the lights are perfect!!!!! and it seemssssssssss marvelousssssssssss. How much time we have to wait????:)

Posted: Wed Oct 26, 2005 12:04 am
by {uZa}FreakOfNature
Holy shit. I want this map yesterday! Looks fantastic.

Posted: Wed Oct 26, 2005 12:19 am
by R00k
Just finish the mapping man, the bickering over lights can happen when people can actually play it and see it in game. It's not like you can judge accurately from screenshots in windows.

Posted: Wed Oct 26, 2005 12:39 am
by PieceMaker
Wow o'dium. That is looking excellent!! Can't wait for this one. :icon14:

R00k wrote:
axbaby wrote:editor is built into quake4

type editor

i'm still trying to get it working properly on
q4wca2
I'd like to see that one again too. :icon32:
Looking forward to that one as well. Man good times!