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Re: Screenshots
Posted: Tue May 29, 2012 1:52 pm
by Eraser
I don't think so. I haven't changed any config options in my Q3 install that can't be set from the menus. Why?
edit:
oh just checked, r_overbrightbits is actually set to 1.
Re: Screenshots
Posted: Tue May 29, 2012 3:13 pm
by obsidian
geX wrote:Very WIP shot from Doom 3: Phobos
Wow, that doesn't look like Doom 3 at all. I know that lighting an environment in Doom 3 takes quite a lot of work, and the lighting here looks really well done.
Re: Screenshots
Posted: Tue May 29, 2012 4:54 pm
by Noruen
Eraser - hmmm... because lighting is somehow flat, maybe use more brighter texture? Simply.. texture is too dark in comparison to flame I think... just sayin

Re: Screenshots
Posted: Wed May 30, 2012 2:58 am
by dONKEY
@geX, great start. Every time I see a map in idtech4 I wants to go back and work with it again

@ Eraser, I think that's a strong start. These are your own textures yes? The abrupt texture change between the arch pillar an thr lion head block looks a little odd. Maybe either make a top/bottom texture for it or build a lip out of brushes. I like the style of the passage ceiling, but two things spring to mind. The flat edges could maybe do with a texture with a defined edge to give the illusion of more substance and solidity. The other thing I thought about was how is the ceiling being supported. Supporting structures (out the way of game play) would give lovely extra detail and realism.
A final point, already been made, the column standing on the stone floor. Perhaps either blend some dirt between the floor and the column or give it a base so it appears built out of the floor, rather than 'placed' freestanding on top of it.
Re: Screenshots
Posted: Wed May 30, 2012 8:12 am
by Eraser
dONKEY wrote:@ Eraser, I think that's a strong start. These are your own textures yes? The abrupt texture change between the arch pillar an thr lion head block looks a little odd. Maybe either make a top/bottom texture for it or build a lip out of brushes. I like the style of the passage ceiling, but two things spring to mind. The flat edges could maybe do with a texture with a defined edge to give the illusion of more substance and solidity. The other thing I thought about was how is the ceiling being supported. Supporting structures (out the way of game play) would give lovely extra detail and realism.
A final point, already been made, the column standing on the stone floor. Perhaps either blend some dirt between the floor and the column or give it a base so it appears built out of the floor, rather than 'placed' freestanding on top of it.
Took some of your advice to heart and made some adjustments
Here's a work in progress shot of the hallway you end up in. Haven't really done anything specific to the lighting yet. Not sure what causes the black splotches next to the wooden planks on the floor. One thing I really need to do, which you can't see in a static screenshot, is make some alternate flame shaders where the animation is offset just a few frames. Right now all the flames of the candles and torches are flickering in a synchronized fashion, which gives a really odd effect.

Re: Screenshots
Posted: Wed May 30, 2012 8:23 am
by Theftbot
Re: Screenshots
Posted: Wed May 30, 2012 8:52 am
by Eraser
It's like this now.
The flat areas of the ceiling are now textured with a trim texture and I added some structural support fixtures to the wall/ceiling.

Re: Screenshots
Posted: Wed May 30, 2012 8:55 am
by cityy
Good, and now change the ceilling texture to something dark to build up some contrast.

Re: Screenshots
Posted: Wed May 30, 2012 9:18 am
by themuffinman
Those lion details don't really blend in well with the rest of the door frame - I'd definitely make them stick out a little more than the frame to avoid it looking strange. Take a look at the door frames in q3dm7 as an example.
The steps and floor could also do with a more rugged look imo. The front of the stairs should be different to the top of the stairs. Here's some inspiration:
http://i01.i.aliimg.com/photo/v0/328620 ... stairs.jpg
http://www.featurepics.com/FI/Thumb300/ ... 113796.jpg
http://sevitar.com/wp-content/uploads/2 ... stairs.jpg
Re: Screenshots
Posted: Wed May 30, 2012 9:18 am
by MKJ
you'd expect those new ceiling trims to have some soot or burnmarks being so close to those torches.
Re: Screenshots
Posted: Wed May 30, 2012 10:15 am
by fKd
decal it
Re: Screenshots
Posted: Wed May 30, 2012 11:08 am
by cityy
[lvlshot]https://dl.dropbox.com/u/15072710/MSGcompetition2012/Screenshots/Textest/shot0003.jpg[/lvlshot]
I'm in the process of creating a texture set for the upcoming maverickservers competition; rebuilding dm6 for the lols to see how things look ingame.
Re: Screenshots
Posted: Wed May 30, 2012 2:16 pm
by Fjoggs
Looks pretty good but imo it's too similar to your previous map. I'd love to see a different colorscheme for this one.

Maybe a more old school dark blue and red.
Re: Screenshots
Posted: Wed May 30, 2012 4:04 pm
by CZghost
Re: Screenshots
Posted: Thu May 31, 2012 7:21 am
by Eraser
Another shot of that same corridor, lol.
Different (darker) texure for the ceiling.
Added some burn marks to the ceiling strips.
Changed the lions to be plaques on top of the pillar, so they're offset a bit from the pillar surface.
Added a trims to the stair steps which gives it a bit more depth.

Re: Screenshots
Posted: Thu May 31, 2012 9:14 am
by Bliccer
@cityy, reminds me a bit of the retexturing in KOS' dorftrottel movie.
@Eraser: It's fun to see every step by step, since it get's more and more beautiful. I think the torches are too big. Is there a way to "decramp" the texture on the door patches? Now let's go on with the rest of the map. I want to see every area

Re: Screenshots
Posted: Thu May 31, 2012 12:37 pm
by cityy
Ty for the input - I moved away from the greenish colors to a pure blue. I might give one of the tile trims an orange hue to bring in some contrast; still messing a lot with the colors.
Actually, KOS's textures might be a great inspiration Bliccer - do you have a link to the pack?
[lvlshot]https://dl.dropbox.com/u/15072710/MSGcompetition2012/Screenshots/Textest/shot0005.jpg[/lvlshot]
[lvlshot]https://dl.dropbox.com/u/15072710/MSGcompetition2012/Screenshots/Textest/shot0006.jpg[/lvlshot]
Edit: Forgot to mention your stuff is taking shape, Eraser! Keep going!
Re: Screenshots
Posted: Thu May 31, 2012 4:29 pm
by CZghost
Re: Screenshots
Posted: Thu May 31, 2012 5:34 pm
by Bliccer
@cityy: I guess it was in the zip file of the movie. You know where to get it =)
Re: Screenshots
Posted: Sun Jun 03, 2012 10:50 am
by themuffinman
Eraser wrote:

You might want to redo that arch. The middle has an obvious join and it seems your vertex points aren't lining up (there's a gap on the left side where it should form an edge).
Re: Screenshots
Posted: Sun Jun 03, 2012 8:51 pm
by obsidian
While you're at it, shift/scale the flowery texture up or down as appropriate so that the lion head isn't cropping it.
Re: Screenshots
Posted: Sun Jun 03, 2012 10:15 pm
by phantasmagoria
Not to mention it flares out before coming back in again, like a kind of heart shape.
Re: Screenshots
Posted: Mon Jun 04, 2012 7:18 am
by Eraser
Yeah I'm not sure what went wrong there. I recreated it but I'm running into a different problem now. See
thread
Re: Screenshots
Posted: Tue Jun 12, 2012 11:46 pm
by cityy
Just a few screenshots of my map for the fourth maverickservers competition. Still an early alpha but I'm slowly getting there.
[lvlshot]https://dl.dropbox.com/u/15072710/MSGcompetition2012/Screenshots/week2/3.jpg[/lvlshot]
https://dl.dropbox.com/u/15072710/MSGco ... eek2/1.jpg
https://dl.dropbox.com/u/15072710/MSGco ... eek2/2.jpg
https://dl.dropbox.com/u/15072710/MSGco ... eek2/4.jpg
Re: Screenshots
Posted: Wed Jun 13, 2012 12:20 am
by TruthfulLiar
cityy: I like that! Especially digging on that one really rough beat up tile block next to the flag. Nice cutting up.
