AEglow alpha - Discussions II (continued)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
SOAPboy
Posts: 8268
Joined: Sun Apr 13, 2003 7:00 am

Post by SOAPboy »

Complie that shit i wanna run around on it.. >:E
[size=75][i]I once had a glass of milk.

It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.

I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Lukin,
that is the reason this is a Dicussion II thread ;)

I already got very valuable feedback, that IMO certainly improved the alpha: A spanking new skybox, and thanx to the Obsitian info from the q3map2 shader manual I am using the latest and "nicest" options for skybox lighting.

SOAPboy,
irconically I could hand out a new pk3 every day. since my pk3's are always complete. I do not pack them at the last second, I never test anything but up to date pk3 files. But it would be a huge disappointment and a waste of bandwidth, since the map is basically just that one "room".
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Thats one map that needs some bloom for once.
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

o'dium wrote:Thats one map that needs some bloom for once.
Bloom? Info to that / link?

I am ready to try new things... I already read up on _skybox (sky portals) and will try that soon.
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

lol, dont worry, you cant just add bloom to a map. its a post process effect ;)
SOAPboy
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Joined: Sun Apr 13, 2003 7:00 am

Post by SOAPboy »

AEon wrote:Lukin,
that is the reason this is a Dicussion II thread ;)

I already got very valuable feedback, that IMO certainly improved the alpha: A spanking new skybox, and thanx to the Obsitian info from the q3map2 shader manual I am using the latest and "nicest" options for skybox lighting.

SOAPboy,
irconically I could hand out a new pk3 every day. since my pk3's are always complete. I do not pack them at the last second, I never test anything but up to date pk3 files. But it would be a huge disappointment and a waste of bandwidth, since the map is basically just that one "room".
Still be fun to piss around with bro
[size=75][i]I once had a glass of milk.

It curdled, and then I couldn't drink it. So I mixed it with some water, and it was alright again.

I am now sick.
[/i][/size]
[img]http://img162.imageshack.us/img162/3631/171164665735hk8.png[/img]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

AEon wrote:
o'dium wrote:Thats one map that needs some bloom for once.
Bloom? Info to that / link?

I am ready to try new things... I already read up on _skybox (sky portals) and will try that soon.
http://www.nexuiz.com/forums/lofiversio ... p/t52.html

Works similar to the gaussian blur just for for lights and bright (fx) textures, very nice effect indeed.
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

sumatra,
yeah! I always liked bloom in game like Tron. But I was not aware this was possible in q3a. If this indeed is possible for Q3A and someone knows of a tutorial, I'll add it.

The only "cheapo bloom" AEglow has sofar are the autosprites.
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

o'dium wrote:lol, dont worry, you cant just add bloom to a map. its a post process effect ;)
[cough]Quake3 source code[/cough] :D
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
sumatra
Posts: 325
Joined: Sat Feb 12, 2005 10:02 pm

Post by sumatra »

UP TO NOW it is not "possible", but if some nifty guy could add things like this to the source, everyone should be happy.
(dunno if there are big performance hits though, in Nexuiz it seems so)

Finally I want to see/feel your map flowing on my system.
When do we get your first alpha?

sum
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Pitty about the bloom in q3a :)... but then again that's the way it goes...

If there should be an "enhanced q3a" that becomes mainstream. Who knows a small map might be build for it :)
User avatar
Hipshot
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Joined: Sun Jan 20, 2002 8:00 am

Post by Hipshot »

AEon wrote:Pitty about the bloom in q3a :)... but then again that's the way it goes...

If there should be an "enhanced q3a" that becomes mainstream. Who knows a small map might be build for it :)
That's beauty, trying to make cool effects in a map that isn't mainstream and that everybody else do. If bloom and HDR would be possible in vQ3E, then everybody would have cranked out maps like yours, I'm most sure of it, Q3 is a good game to make maps like that, fast with alot of colors...
Doomcore
Posts: 119
Joined: Sun Sep 18, 2005 3:05 pm

Post by Doomcore »

Can't belive....I left a long time ago and you're still discusing about lookings of this map.... :confused: :p

I like that first example with purple color....I hope you'll finish this map, some day.... :icon31:

Greets....

Doomcore aka SoKaR

p.s maybe some of you remember me and my crap maps... :icon30:
Oeloe
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Post by Oeloe »

Yeah i have some of your maps Sokar. :) They're not crap. :icon14:
AEon
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Post by AEon »

Next try to finally get a beta for this map out...
User avatar
Hipshot
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Post by Hipshot »

Duke Nukem Forever: Q3W.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

Hipshot wrote:Duke Nukem Forever: Q3W.
:icon25: :icon25: :icon25:
Chi
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Joined: Sun Feb 13, 2005 2:06 pm

Post by Chi »

lol
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

:)

... and it *will* disappoint... ;)
Lenard
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Post by Lenard »

I don't think it is really built up to much. No offense, you know. I personally would love to see a beta.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
Todtsteltzer
Posts: 93
Joined: Thu Nov 28, 2002 8:00 am

Post by Todtsteltzer »

AEon wrote::)

... and it *will* disappoint... ;)
Nah, I definitely won't go this far. I know a map of you won't disappoint me (I just want to express that it'll take a little longer for one of your q3a maps to get finished). ;)
Last edited by Todtsteltzer on Tue Jan 17, 2006 7:46 am, edited 1 time in total.
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

Hope to be able to concentrate on mapping again. If so, it could be out in a week of intense mapping. *keeping fingers crossed*...
Jemcdv
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Joined: Wed Sep 08, 2004 7:00 am

Post by Jemcdv »

sweet :>

maybe I should finish one of mine too. ho ho :icon26:
AEon
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Joined: Sun Apr 20, 2003 7:00 am

Post by AEon »

I started to sketch out the running paths, hope they work out... screenshots as soon as I have something to show.
v1l3
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Joined: Wed Apr 02, 2003 8:00 am

Post by v1l3 »

ooOO Can't wait to see AEsafe. I had the beta you put out back in 2003, but lost it along with the computer I had it in =/ and yours had an .aas file => woot!
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