o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Wed Oct 26, 2005 3:19 pm
MKJ wrote: sorted
Ok, did that, Q4DM7 was still bright.
So i though "k" and covered my map with all of Q4DM7's textures.
Still dark.
Now that main circle area in Q4DM7 is lit by a single large light above (fine) and then an ambient light for the whole level...
SAME AS MINE.
So why the fuck is it STILL Dark?
Fjoggs
Posts: 2555 Joined: Fri May 03, 2002 7:00 am
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by Fjoggs » Wed Oct 26, 2005 3:23 pm
Yeah, I've had a few of those "WTF!?" moments with the q4 lighting, when I compare my result to them. Tried using the "center" tag in the "press J" window?
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Wed Oct 26, 2005 3:24 pm
I think i know the problem. And its pretty much bang on the money.
At the risk of loosing frames i cut down a lot of little lights dotted around the place. Those oranage trim lights for example are tiny.
I did this because the map ran slow, even though changing them made little to no difference.
This is on a pre-vised map.
I just cut out all of q4dm7's vis brushes, recompiled it, and guess what. Ran like ass too.
Im just worrying to much about frame rate. I haven't even begun to vis yet so why worry?
Grudge
Posts: 8587 Joined: Mon Jan 28, 2002 8:00 am
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by Grudge » Wed Oct 26, 2005 3:25 pm
I bet there is a checkbox somewhere that needs to be checked.
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Wed Oct 26, 2005 3:27 pm
Fjoggs wrote: Yeah, I've had a few of those "WTF!?" moments with the q4 lighting, when I compare my result to them. Tried using the "center" tag in the "press J" window?
Of course. Center is there to make you light radius smaller, but still keeping the center origin in the correct place. Meaning you can cut down on the size of the light, thus increae performance.
o'dium
Posts: 11712 Joined: Sun Mar 25, 2001 8:00 am
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by o'dium » Wed Oct 26, 2005 3:28 pm
Grudge wrote: I bet there is a checkbox somewhere that needs to be checked.
[ ] MAKE IT NOT LIEK TENEBRAE?
r3t
Posts: 701 Joined: Tue Feb 08, 2005 9:58 am
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by r3t » Wed Oct 26, 2005 3:47 pm
I can see all the blocks before it turns black... I do know however that a lot of old LCD screens have trouble displaying dark colors. They round dark colors down to black, causing games like Doom 3 and Quake 4 to look very dark.
Oeloe
Posts: 1529 Joined: Fri Mar 19, 2004 8:00 am
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by Oeloe » Wed Oct 26, 2005 5:03 pm
LCD's are not for games.
SoM
Posts: 8489 Joined: Fri Dec 03, 1999 8:00 am
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by SoM » Wed Oct 26, 2005 5:24 pm
AmIdYfReAk wrote: i see them all odium.
same
[color=red][WYD][/color]S[color=red]o[/color]M
Postal
Posts: 657 Joined: Tue Jan 07, 2003 8:00 am
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by Postal » Wed Oct 26, 2005 5:29 pm
so when do we get a playable version of ODQ3DM6?
shiznit
Posts: 1244 Joined: Fri Jul 01, 2005 4:39 pm
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by shiznit » Wed Oct 26, 2005 10:49 pm
The black square is not consistant, it shouldn't be pure black right after that mild darkish grey.
R00k
Posts: 15188 Joined: Mon Dec 18, 2000 8:00 am
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by R00k » Wed Oct 26, 2005 11:02 pm
iTG-Blankz wrote: ...
,,,
?
+JuggerNaut+
Posts: 22175 Joined: Sun Oct 14, 2001 7:00 am
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by +JuggerNaut+ » Thu Oct 27, 2005 12:47 am
shiznit wrote:
The black square is not consistant, it shouldn't be pure black right after that mild darkish grey.
you can't get a proper perspective on black levels with an LCD anyway.
Lenard
Posts: 737 Joined: Mon Aug 04, 2003 7:00 am
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by Lenard » Thu Oct 27, 2005 12:47 am
It looks great but those blue florescent caged lights above the doors in the mh room look a little out of place imo. Maybe try more of the orange? Or the pinkish color like they used in the original.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
teriba
Posts: 123 Joined: Sun Oct 07, 2001 7:00 am
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by teriba » Thu Oct 27, 2005 1:14 am
A much better grayscale test image.
If your monitor is setup correctly, you should be able to distinguish every single square.
[url]http://www.mikecousins.com[/url]
teriba
Posts: 123 Joined: Sun Oct 07, 2001 7:00 am
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by teriba » Thu Oct 27, 2005 1:16 am
+JuggerNaut+ wrote:
you can't get a proper perspective on black levels with an LCD anyway.
On a proper LCD you can. :icon32:
[url]http://www.mikecousins.com[/url]
RedAlley
Posts: 80 Joined: Fri Oct 21, 2005 8:21 pm
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by RedAlley » Thu Oct 27, 2005 1:54 am
RELLLEASSSEE EETTTT. :icon23:
Bdw3
Posts: 3348 Joined: Sun Mar 12, 2000 8:00 am
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by Bdw3 » Thu Oct 27, 2005 2:07 am
RedAlley wrote: RELLLEASSSEE EETTTT. :icon23:
He's got to finish it first. !
He still has some Q3 textures to replace. Let the man work
RedAlley
Posts: 80 Joined: Fri Oct 21, 2005 8:21 pm
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by RedAlley » Thu Oct 27, 2005 2:11 am
Was hoping maybe we could test it out...
RedAlley
Posts: 80 Joined: Fri Oct 21, 2005 8:21 pm
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by RedAlley » Thu Oct 27, 2005 2:12 am
But anyways... Keep up the good work. I tried mapping when Doom3 came out and it does take A LOT of work and patience.
+JuggerNaut+
Posts: 22175 Joined: Sun Oct 14, 2001 7:00 am
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by +JuggerNaut+ » Thu Oct 27, 2005 3:02 am
teriba wrote: +JuggerNaut+ wrote:
you can't get a proper perspective on black levels with an LCD anyway.
On a proper LCD you can. :icon32:
proper as in super expensive. i've never read about an lcd with correct black levels. you have one?
shadd_
Posts: 2512 Joined: Tue Jun 28, 2005 4:02 pm
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by shadd_ » Thu Oct 27, 2005 3:05 am
teriba wrote:
A much better grayscale test image.
If your monitor is setup correctly, you should be able to distinguish every single square.
i can see every that properly on my lcd. i find the black levels are good "if" you have sufficient lighting in the room. turn off the lights and the backlighting is quite noticable.