The Lost Hallways Beta (formerly known as Castle of Hell)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Silicone_Milk
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Silicone_Milk »

Dessicated corpse wrote: What are you talking about? Fog? I removed the fog, I put green fog in one area and took shots of it to post them on here to see what the people think. It wasn't a shot of fog anyway.

http://a.imageshack.us/img85/6754/shot0019a.jpg

?
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Yeah, I was asking them if the fog looked good or bad.
obsidian
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by obsidian »

The point of posting screenshots of your work is to get some feedback. Don't be so resistive of feedback, people are posting to try and help you and offer suggestions.

IMO, your map is too dark. Add some light entities in your map. It looks like it is being lit entirely by some sparse areas of shader lights. I don't see any evidence of point lights. My monitors are routinely calibrated using a hardware calibration tool, so I know that it's not my monitor or settings that are too dark.

This one for instance:
http://a.imageshack.us/img836/9941/shot0031o.jpg

I don't even know what I'm looking at, it's pitch black. You might want to take a look at that other recent thread about lighting, I think that can help you immensely:
viewtopic.php?f=10&t=44308



About the screenshots, they say, "quality over quantity". I haven't bothered looking at most of your screenshots, since there is just a sheer multitude of them taken from random locations and to be frank, they aren't all that interesting. Unless you are looking for specific feedback on something important, I suggest that you keep working on a single area until you have something that looks really good and polished and then take a well positioned screenshot to share. Right now, it's basically information overload and most people don't have time to look at every single screenshot.


I hope you don't take this too negatively, it's my suggestions on how to improve your work and your forum posting etiquette.
[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]
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

(Mod Edit: Really, you don't have to keep quoting)

I just tried adding heaps of light just how other maps in Quake 3 are and it makes the textures fade out. They look too bright and take away the colors.

That thread is to do with Q3Map2 and I can't get that program to work at all. I said in my thread that Q3Map2 only comes up with an error.
obsidian
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by obsidian »

Of course you get that error. I would get the same error if I double clicked on Q3Map2.exe. That's not how you run the program. Do you actually bother reading what people have been trying to explain to you in that thread? I ask, because we've been saying, "no, THIS is how you do it" and you keep replying, "but I can't get it to work because I'm going to just keep doing what I originally did instead of what you suggest". How do you expect to learn and how do you expect anyone to help you when you completely ignore everything people have been telling you?
[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]
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

You want me to start it in CMD. Just did, now what? Type in fullvis -light -extra or something? And I do not ignore people! And if you want me to make the lighting like the Quake 3 maps then that's not going to happen, I hate Quake 3's lighting! Here, is this any better?

http://a.imageshack.us/img245/9207/shot0000a.jpg
http://a.imageshack.us/img844/1637/shot0001im.jpg
http://a.imageshack.us/img823/7118/shot0002p.jpg
http://a.imageshack.us/img716/1433/shot0003j.jpg
http://a.imageshack.us/img819/9419/shot0004o.jpg
http://a.imageshack.us/img842/6664/shot0005x.jpg
http://a.imageshack.us/img825/231/shot0006o.jpg
http://a.imageshack.us/img444/2323/shot0007v.jpg
http://a.imageshack.us/img832/8424/shot0008d.jpg
http://a.imageshack.us/img828/2500/shot0009z.jpg

They're new areas I just added, only about 30 minutes work so please do not say it sucks. And the green fog is only a test!
Last edited by Dessicated corpse on Sat Aug 21, 2010 3:38 pm, edited 1 time in total.
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monaster
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by monaster »

And in only about 30 seconds you can find several answers on how to use the win cmd for Q3 mapping just by clicking on "search forum". ;)
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Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

I've tried this example from the Wikibooks site, "C:\path\to\q3map2.exe" -skyfix -meta -v "C:\path\to\mapname.map". But it just compiles the map wrongly, I start the map and the lighting's messed up and the textures are very small.
Quack
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Quack »

I would recommend using skylight and/or sunExt to illuminate this area, this way you can avoid using point lights if you don't feel comfortable making them look natural. You can also add torches and point lights to illuminate the hallway in the first screenshot. The best way to think about lighting is that it has to come from somewhere in the real world. Always remember that a light source should appear to have a source. Create a sky shader and make some openings in the ceiling, adjust the skylight and/or sunExt so that people can actually see what your working on.
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

I can't because when I do that with certain areas (including that new one) it shows the whole map instead of the sky. And, which shot are you talking about?
Last edited by Dessicated corpse on Sat Aug 21, 2010 9:07 pm, edited 1 time in total.
Anthem
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Anthem »

Dessicated corpse wrote:I start the map and the lighting's messed up and the textures are very small.
Shit, I have the same problem. S:
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Quack
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Quack »

For this screenshot, http://a.imageshack.us/img44/4785/shot0010w.jpg There are some dark corners but this is looking better. The other screenshots are too dark. I think adding some torches with colored lighting, maybe yellow/orange, would provide some natural light. Although, that depends on what type of artistic direction you want to go. You could go with what you have right now, greyish or light blue color, and make it seem dark and dank if you don't want warmth. Just pick a color and a light source. Use a theme, and given that theme, think about what would light up that area.
I can't because
Do not say this. You can, you just don't know how to. Give us some examples of the problem. Start with skylight and try open the ceiling or walls to provide illumination. If you don't want the sky to be visible, pick a light source like a torch or something that glows, and use that to illuminate the area.
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

The dark corners are actually black fog, don't worry, it won't be there for long. I am actually trying to add torches and that. I'm trying to give it a medieval/gothic theme.

Well, it won't show the sky, it shows you whats outside the map instead of the sky. I'm using hellsky and it is a texture. I will upload a shot of it later, I'm going to bed..
sumatra
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by sumatra »

It would be easier for me to judge about your progress when you load about less pictures and post them via img-tags. So I wouldn't have to click all your pictures links.

Some spots are still very dark, I like Quacks idea of the torches.
Are there plans to release an alpha version?
Is this supposed to be a FFA map?


Sorry I didn't read the whole thread, possibly some dumb questions..
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Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

sumatra wrote:It would be easier for me to judge about your progress when you load about less pictures and post them via img-tags. So I wouldn't have to click all your pictures links.

Some spots are still very dark, I like Quacks idea of the torches.
Are there plans to release an alpha version?
Is this supposed to be a FFA map?


Sorry I didn't read the whole thread, possibly some dumb questions..
I released the pre-alpha and alpha version, the pre-beta version was never released and I'm currently at beta stage. I won't release it until I've made it playable enough. It's meant to be an FFA/TDM map. I haven't really though about the gametypes.
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

I'm testing out a new sky, it won't show much light on surfaces (might need help with that)...

Image
Image
Image
Silicone_Milk
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Silicone_Milk »

Much better Dessicated Corpse.

How much do you know about shader editing?
fKd
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by fKd »

yeah fully, you know what could be really handy for ya, if you post ya current .map file

id be happy to have a look and try help you out, do you use gmail or msn or some other chat program? or we can just use this forum here.

like shadowzombie said, its tough when ya start out. i forget that we need to be extra helpful, even when its usually the same few questions asked over and over. i tip my hat to obsidian who has been helping the noobs so patiently for such a long time.

we really want to help ya bud, just hang in there eh :)
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Silicone_Milk wrote:Much better Dessicated Corpse.

How much do you know about shader editing?
I know a bit. I apparently used this shader to use this sky.

textures/skies/topclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky

q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -

{
map textures/skies/topclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/topclouds.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}

I need help with these though.

textures/skies/bluedimclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky

q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -

{
map textures/skies/topclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/topclouds.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}

textures/skies/inteldimclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky

q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -

{
map textures/skies/topclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/topclouds.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}

textures/skies/intelredclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky

q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -

{
map textures/skies/topclouds.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/topclouds.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}

textures/skies/reclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky

q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -

{
map textures/skies/redcloads.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/redcloads.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}

textures/skies/redcloudsa
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky

q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -

{
map textures/skies/redcloadsa.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/redcloadsa.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}

textures/skies/hellredclouds
{
surfaceparm noimpact
surfaceparm nomarks
surfaceparm nolightmap
surfaceparm sky

q3map_sun 4 3 3 65 290 75
q3map_surfacelight 50
skyparms - 512 -

{
map textures/skies/redcloads.tga
tcMod scroll 0.05 0
tcMod scale 2 2
depthWrite
}
//{
// map textures/skies/redcloadsa.tga
// blendfunc GL_ONE GL_ONE
// tcMod scroll 0.05 0.06
//tcMod scale 1 1
//}
}

The textures are there and everything but they won't work. Am I making some mistake?
fKd wrote:yeah fully, you know what could be really handy for ya, if you post ya current .map file

id be happy to have a look and try help you out, do you use gmail or msn or some other chat program? or we can just use this forum here.

like shadowzombie said, its tough when ya start out. i forget that we need to be extra helpful, even when its usually the same few questions asked over and over. i tip my hat to obsidian who has been helping the noobs so patiently for such a long time.

we really want to help ya bud, just hang in there eh :)
I have MSN.
Silicone_Milk
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Joined: Sat Mar 12, 2005 10:49 pm

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Silicone_Milk »

If I remember correctly, the hellsky shader is broken and doesn't actually provide any light to the map.
Dessicated corpse
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Really? I used hellsky in my map and it worked and there's no hellsky in that list anyway.
Last edited by Dessicated corpse on Tue Aug 24, 2010 12:46 pm, edited 1 time in total.
Dessicated corpse
Posts: 283
Joined: Tue Oct 07, 2008 5:37 am

Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by Dessicated corpse »

Image
Image
Image
Image
Image
Image

What do you think?
dONKEY
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Re: The Lost Hallways Beta (formerly known as Castle of Hell)

Post by dONKEY »

The fog in image 4 is messed up. Fog must comprise of a SINGLE brush with only a SINGLE visible side.
Try breaking up some solid textures with trims, or even applying decals to reduce obvious tiling.
You have some light leaks here and there (light bleeding through brushes).
Looks like you are getting to grips with the editor. I suggest letting your imagination run a little, building some geometry that deviates from the axial and blocky.
Improving all the time I would say.
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