Blicethdral - Beta

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Blicethdral - Beta

Post by Bliccer »

Heyho,
since a lot of testing is going on here atm, could you pls test this map as well? It's my judging version from the maverick competition.

Blicethdral Beta

Name comes from: Ice Cathedral + Bliccer.
Thanks already =)

Already some questions before you look at it:
- How to get rid of the black spots on the model?
- Where the snow meets the floor I wanted to use a terrain blending. It just didn't work. I used triangles, placed percentaged textures on every meeting point, but what I get is not a fade from 0 -100% but 100% everywhere.
tehSandwich
Posts: 64
Joined: Thu Jun 11, 2009 5:49 am

Re: Blicethdral - Beta

Post by tehSandwich »

Bliccer wrote:- How to get rid of the black spots on the model?
There's a solution in this post (the jizz of it: use q3map_lightmapSampleOffset on your ice shader!) if you were using ASE models but personally, I would clean up and optimize the model and change the texture so it looks better.
Bliccer wrote:- Where the snow meets the floor I wanted to use a terrain blending. It just didn't work. I used triangles, placed percentaged textures on every meeting point, but what I get is not a fade from 0 -100% but 100% everywhere.
Have you set up your dotproduct2 shader correctly? Sock has an article on it on his site here.
dONKEY
Posts: 566
Joined: Mon Oct 15, 2001 7:00 am

Re: Blicethdral - Beta

Post by dONKEY »

q3map_SplotchFix
I've used that a few times for similar problems.
I like the map by the way. I hope you continue to develop it further, it's good now, but could be really top notch with a little more time now after the competition. Some excellent detailing. Spent alot of time looking around enjoying what you have made. Wondered if maybe you could drop the texture scale down?
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Blicethdral - Beta

Post by Bliccer »

dONKEY wrote:q3map_SplotchFix
I've used that a few times for similar problems.
I like the map by the way. I hope you continue to develop it further, it's good now, but could be really top notch with a little more time now after the competition. Some excellent detailing. Spent alot of time looking around enjoying what you have made. Wondered if maybe you could drop the texture scale down?
Wuhaha, now I'm getting goosebumps running down my back :D
Thanks!
Which texture scale are you refering to? The big stone wall texture? Maybe I can decrease it one stone row, but actually it feels pretty good, seeing it ingame. I want those biggies.
I just put that splotchfix in my header of the shader before the first stage?
I really want to continue it, but now after the comp I have to get into some other projects. But I still have some ideas for this piece. Especially for the long corridor at the bottom level between the main room and the side-hall. But I really have no idea what to put into the other hall between the RA and the LG hole, except one more archway. Hm...
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
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Re: Blicethdral - Beta

Post by fKd »

that ice texture needs some work in general. does it have phong shading? maybe try out the reflection technique? id ask the resident shader pros about making a good ice shader.

tbh, i really dig everything, except the ice. the modeling does not come off at the same level of quality as the rest of the map. the play spaces are fun. the lg felt like a bit of a dead end when not dropping into it. (small nit pick)

well done tho mate. nice work.

*edit. Oops, missed the part about broken blending.
sst13
Posts: 298
Joined: Mon Feb 15, 2010 11:05 pm

Re: Blicethdral - Beta

Post by sst13 »

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