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Re: Screenshots

Posted: Fri Feb 08, 2013 3:30 pm
by obsidian
Are you using caulk between brushes and converting it all to detail? Could significantly improve performance with that alone.

Re: Screenshots

Posted: Sat Feb 09, 2013 4:33 am
by KittenIgnition
Only the top faces are textured, and everything is detail. I honestly don't know what the hell vis is for, but I tried calculating vis with no optimisations, and it took around 8 hours (28976 seconds). That was fun... after that, I ran out of ram on the light stage. Q3map literally needed 28mb more memory to compile.

Some other time, some other place, I'll ask and learn about optimisations, but this is for SCREENSHOTS =D

I'm going to try and get a friend's remote compiler setup working, because he has some badass servers that could compile this map quite fast. 16 cores and endless ram.... one can dream.

EDIT: I don't know what you guys are talking about smoothing, but I can say that I only get 10fps when I hover above the map so every brush is rendered. Most of the rest of the map hovers between 60-100, with some trouble spots being around 40.

Re: Screenshots

Posted: Sat Feb 09, 2013 5:36 am
by ^Ghost
try some phong shading, shit looks ugly like ur face.

Re: Screenshots

Posted: Sat Feb 09, 2013 5:50 am
by obsidian
Smoothing/Phong shading are interchangeable terms. Using it and your terrain won't look so faceted.

Are you sure the entire terrain mesh is converted to detail brushes? It should take no more than a few seconds to compile the -vis stage if all you have is a structural box.

Re: Screenshots

Posted: Sat Feb 09, 2013 6:57 am
by KittenIgnition
I've never gotten Phong shading working properly. I tried it on a few terrain maps, but nothing ever happened.

Re: Screenshots

Posted: Sat Feb 09, 2013 7:39 am
by Theftbot

Re: Screenshots

Posted: Sun Feb 17, 2013 4:30 am
by Bliccer
For a recent df movie project I am rebuilding some maps with other level designers from the community. Here is my attempt for one map:

before_1
after_1

before_editor
before_2
after_2

before_3
after_3

Re: Screenshots

Posted: Sun Feb 17, 2013 7:30 am
by Eraser
Nice, but before/after screenshots usually work best if you take screenshots in exactly the same location. In all honesty, I'm not seeing the relation between each before/after pair.

Re: Screenshots

Posted: Sun Feb 17, 2013 10:33 pm
by ^Ghost
some more before/after

[lvlshot]http://i.imgur.com/sjveQwU.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/hrvNxXx.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/v8DoH08.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/3jgoVI6.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/4ieTJjd.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/8245Zfz.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/TtMTlBK.jpg[/lvlshot]
[lvlshot]http://i.imgur.com/vhLx0xs.jpg[/lvlshot]

Re: Screenshots

Posted: Tue Feb 19, 2013 9:18 pm
by o'dium
Colour... In OverDose...? Whatever next...?

[lvlshot]http://media.moddb.com/images/games/1/12/11396/replace.jpg[/lvlshot]

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od2.jpg[/lvlshot]

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od3.jpg[/lvlshot]

Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...

Re: Screenshots

Posted: Wed Feb 20, 2013 8:18 am
by Eraser
Looking good o'dium. What's the source of the red light though? The lamp above the doorway? Because that looks like it's emitting a much more yellowish light (and wouldn't cast light like that on the door itself).

Re: Screenshots

Posted: Wed Feb 20, 2013 10:30 am
by o'dium
Oh for... Latest build changed flares and I forgot, so the red flare is the wrong colour above the door... How did I not see this.......

Re: Screenshots

Posted: Wed Feb 20, 2013 6:54 pm
by Plan B
Team Blur.
Dick teasing est. 2002.

(Looking good though ;) )

Re: Screenshots

Posted: Fri Feb 22, 2013 1:38 am
by dONKEY
Not mapped for awhile, did some doodling this morning:
Image

Re: Screenshots

Posted: Fri Feb 22, 2013 3:45 am
by obsidian
That most certainly is more than just a little doodle, sir. Is that Q3? Pretty lightmaps make me happy.

Re: Screenshots

Posted: Fri Feb 22, 2013 3:49 am
by GONNAFISTYA
o'dium wrote:Colour... In OverDose...? Whatever next...?

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od1.jpg[/lvlshot]

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od2.jpg[/lvlshot]

[lvlshot]http://media.moddb.com/images/games/1/12/11396/od3.jpg[/lvlshot]

Remember... This is based on the Quake 2 engine, so don't expect Crysis level shit or owt...
Nice. :up:

Re: Screenshots

Posted: Fri Feb 22, 2013 5:13 am
by dONKEY
@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)

Re: Screenshots

Posted: Fri Feb 22, 2013 7:27 am
by KittenIgnition
dONKEY wrote:@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)
We should team up and make some really over-the-top levels :D

Re: Screenshots

Posted: Fri Feb 22, 2013 2:44 pm
by Bliccer
dONKEY wrote:@Obsidian, yes it's Q3. Was just playing with some stuff I learned from you guys. External lightmaps, textures set up with specular highlights painted aligned to the grid, light diffusing fog etc. It amazes me what can be done with idtech3 :)
Is there a summarized thread/post of all this? :D

Re: Screenshots

Posted: Fri Feb 22, 2013 9:52 pm
by AEon
dONKEY wrote:Not mapped for awhile, did some doodling this morning:
Image
Nice shadow detail there... interesting design, looks almost Steampunk-ish.

Re: Screenshots

Posted: Sat Feb 23, 2013 3:54 am
by obsidian
I think it looks more like the inside of a zeppelin. Needs a mooring tower.

Re: Screenshots

Posted: Sat Feb 23, 2013 4:41 am
by dONKEY
I had no idea at all where I was going to be honest. I was thinking along the lines of an arboretum I think when I was messing about with the roof.
@^ghost, it just occurred to me, that's my textures from my (other) steampunk level, quake3 steam arena :)

Re: Screenshots

Posted: Thu Feb 28, 2013 2:48 am
by mrd
Some nice shots on this page. Props folks :up:

Re: Screenshots

Posted: Thu Feb 28, 2013 8:44 pm
by Cleric
Why don't i embarrass myself a little with a couple of screenshots of my WiP.

Re: Screenshots

Posted: Thu Feb 28, 2013 8:51 pm
by obsidian
Glass/mirrors tends to break radially and spiderweb or crack laterally.

I like the lighting and specular. What game is this for?