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Re: Focal Point - Beta
Posted: Sat Dec 12, 2009 8:14 pm
by Pat Howard
Cool, Sock. Congrats on another great release!
-pat
Re: Focal Point - Final
Posted: Sun Dec 13, 2009 12:45 pm
by sock
All the source files are available on my site. This is sooner than I expected but the competition required the source files be handed in as well the final pk3. Please not that you will need both pk3 files to load the map in the editor correctly.
Web Link :
http://www.simonoc.com/pages/design/map ... source.htm
Please note, I will be missing for a couple fo days, Life stuff to do. I will check back end of the week for any questions or general abuse!

Re: Focal Point - Final
Posted: Thu Dec 17, 2009 6:39 pm
by sock
I have finally finished the web waffle (always takes me forever to write stuff), re-arranged the web pages so they make more sense and created my own version (focal_p132.zip) of the map with a 1v1/tdm item layout. There are some minor gfx changes, a bug fix for IOQ3, but mainly it is the setup of multiple item configs.
Web waffle :
http://www.simonoc.com/pages/design/maps_q3/focal.htm
[lvlshot]
http://www.simonoc.com/images/design/ma ... ocal9l.jpg[/lvlshot]
Re: Focal Point - Final
Posted: Wed Dec 23, 2009 3:13 pm
by Pat Howard
This has gotten me wondering lately if it's possible to convincingly merge real water with water in a skybox. I've done a few quick tests but I can't get the lighting on the water to look right. Also I'm sure having a good skybox is half the battle, because the reflections on the water and the water level play a big role.
Re: Focal Point - Final
Posted: Wed Dec 23, 2009 3:40 pm
by Hipshot
Pat Howard wrote:This has gotten me wondering lately if it's possible to convincingly merge real water with water in a skybox. I've done a few quick tests but I can't get the lighting on the water to look right. Also I'm sure having a good skybox is half the battle, because the reflections on the water and the water level play a big role.
It should not be a problem, I'm having something like this in the pipeline for next year. I was planing on a "ocean" view of some sort...
Re: Focal Point - Final
Posted: Thu Dec 24, 2009 11:31 am
by sock
@PatH, I assume you have seen this :
http://www.simonoc.com/files/misc/shaderlab_1337.zip
it is certainly a good starting point and with enough additional texture layers and alpha blending it should be possible to get the lighting to look right. I would recommend you vertex light the edges because it will make the blending alot easier. Sky portal and world geometry blending is mostly about the art assets being in the right position with the correct scale. Sadly there is no short cuts, just alot of time spent tweaking stuff to it looks right.
Re: Focal Point - Final
Posted: Fri Dec 25, 2009 9:17 am
by monaster
Thanks for releasing the .map-files, sock! I always appreciate this; unfortunately this is the only thing I can do at the moment, because some things hold me so damn busy I don't even have time for proper testing, sorry!