Q3 - dqndm05

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Q3 - dqndm05

Post by a13n »

This map has slept on my external usb hard drive for more than 3 years.
Now I decided to work on it again.
I need your advice on the top-most screenshot.
The square shadow cast from the torch is true or false?

Image

Image

Image

Image
Jemcdv
Posts: 83
Joined: Wed Sep 08, 2004 7:00 am

Post by Jemcdv »

How do you mean exactly?
a13n
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Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

Please wait.
I'll soon post a new screenshot with additional explanations.

Edit: uploaded
Image

Do you think this square shadow looks odd?(granted there is no bounced light)
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Nah, that's actually correct. You need to keep in mind the distance between the flames and the object that creates the shadow, for an object like that the further away the object the more diffuse the shadow will be so even though it's a relatively small objects, the distances that are involved are enough to dramatically effect the resulting shadow.
Johnny Law
Posts: 179
Joined: Tue Nov 16, 1999 8:00 am

Post by Johnny Law »

It does look a little odd though because in real life the flame would not be a point light source, but rather a sort of "globular" light source. Normally it's hard to tell the difference between the two in a game map, but when you get the light really close to a surface there will be differences.

You might want to try raising those light entities a bit and see if you like it better.
Jemcdv
Posts: 83
Joined: Wed Sep 08, 2004 7:00 am

Post by Jemcdv »

I think it looks odd. As Kat says it is a close representation of a normal cast shadow, but I'd kill it though.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

pretty sexy lookin' map there :icon25: :icon14:
a13n
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Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@Kat
I've donwloaded quite a few custom maps so far but none of them has such square shadows cast from torches except skull head hanging on the wall.
Johnny Law wrote:You might want to try raising those light entities a bit and see if you like it better.
Don't you add more light entities around the torch?

@Wviperw
I see.

@Silicone_Milk
Sexy?
How so? :confused:
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

@Wviperw
I see.
Eh?
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

@a13n - just is. And it's a compliment so take it! :)

I want to see a download soon.
a13n
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Joined: Thu Feb 10, 2005 2:08 am

Post by a13n »

@Silicone_Milk
Oh, thank you. :icon25:
Silicone_Milk
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Joined: Sat Mar 12, 2005 10:49 pm

Post by Silicone_Milk »

heh.. np =)
a13n
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Post by a13n »

Here is my current set up.
Image
Shallow
Posts: 167
Joined: Wed Feb 09, 2005 1:58 pm

Post by Shallow »

If it's bugging you that much try using one light with _jitter and _deviance set.
ydnar wrote:Sun, spot and point lights can be jittered now (you can "jitter" surfacelights with q3map_lightSubdivide already).

New entity keys:
_deviance N (units for point/spot lights, arc degrees for sun lights)
_samples N (number of jitters/samples to take. 8-32 are good values)
But I wouldn't bother, it looks fine.
krekits
Posts: 19
Joined: Wed Aug 08, 2001 7:00 am

Re: Q3: dqndm05

Post by krekits »

a13n wrote:The square shadow cast from the torch is true or false?
Hardly worth correcting imo, but if you must, make the torch holder circular or octagonal.
a13n
Posts: 1672
Joined: Thu Feb 10, 2005 2:08 am

Not a Q3map2

Post by a13n »

@Shallow
I might not use q3map2 because it makes me go different direction.

@krekits
How do you put light entites in this case?
Or do you use q3map_surfacelight?
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