Screenshots
map #4, now with trains!
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge01.jpg[/lvlshot]
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge02.jpg[/lvlshot]
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge01.jpg[/lvlshot]
[lvlshot]http://web.onetel.com/~stevenchapman/wol0104bridge02.jpg[/lvlshot]
Last edited by AEon on Mon Jan 18, 2010 11:03 am, edited 1 time in total.
Reason: lvlshot'ed those images.
Reason: lvlshot'ed those images.
yeah source has this annoying feature whereby models don't fog the same as brushwork (same underwater as well). nothing that can really be done about that, other than hope that valve will release another update that fixes it (and probably breaks something else in the process, as usual)
btw that water is full of leeches
btw that water is full of leeches

The sky is not fogged because of same reasons as many games. And it's easy to change, just change the sky shader.seremtan wrote:not only that but neither the sky nor the surface of water is fogged. in the case of models i suspect it's because the normalmapping in hardware DX9 interferes with it somehow
Code: Select all
"sky"
{
"$hdrbaseTexture" "skybox/hipshot_hdr_up"
"$baseTexture" "skybox/hipshot_up"
"$nofog" 1 <---------------- !
$ignorez 1
}
sounds like i now have no excuse not to create at least some custom assets (i'm trying to stick with the vanilla stuff - less work)
also, you may be right on the nV/ATI thing - it's been the case on all my GF cards, from 5600 to 7600, with all the drivers for the last two years or so
btw is there a way to fog water as well?
also, you may be right on the nV/ATI thing - it's been the case on all my GF cards, from 5600 to 7600, with all the drivers for the last two years or so
btw is there a way to fog water as well?
Nice to still see some cool work being madea round here. Haven't posted anything in over a year so here goes. Heres something I started last spring but haven't got around to finishing yet. Been workin on and off again for it at home, gonna try and finish it up. Needs some layout tweaking still and some better area identifiers.




Soz, don't know a fix for the water, read below.seremtan wrote:sounds like i now have no excuse not to create at least some custom assets (i'm trying to stick with the vanilla stuff - less work)
also, you may be right on the nV/ATI thing - it's been the case on all my GF cards, from 5600 to 7600, with all the drivers for the last two years or so
btw is there a way to fog water as well?
I think both the model and water issue with fog has to do with a sorting problem and I don't know how to fix this. The fog should be the last thing rendered in a scene so that you will never see things through it as in you pics, but sort problems can occure when there's issues with hardware/software.
I'm pretty sure valve made this correct, I don't thing they missed it, it's to obvious and many people has mentioned this "bug". I do not have the problem in SIN E1, which also is Source, same goes for Vampire BL.
there are times i miss things like the alpha vertex blending thingy in Q3. i remember someone made a tech example map of a sea with no visible horizon (possibly it was ydnar)
another annoyance (don't know if you've ever done anything like this) is that when using z-plane clipping in a map with a sea horizon, the clipping bites off small squares of sea (because of the way the water is chopping up in VVIS), which can look weird, especially with unfogged water
another annoyance (don't know if you've ever done anything like this) is that when using z-plane clipping in a map with a sea horizon, the clipping bites off small squares of sea (because of the way the water is chopping up in VVIS), which can look weird, especially with unfogged water
Yea I know, a shame, Q4 has not vertex alpha like that either AFAIK. However, if you have simple shapes touching the bottom, you can fake the blend with an ovrelay of gradiant brushes, I did this in a map last year, worked good and did not add to many polys, the scene were pretty low poly as a whole though...seremtan wrote:there are times i miss things like the alpha vertex blending thingy in Q3. i remember someone made a tech example map of a sea with no visible horizon (possibly it was ydnar)
another annoyance (don't know if you've ever done anything like this) is that when using z-plane clipping in a map with a sea horizon, the clipping bites off small squares of sea (because of the way the water is chopping up in VVIS), which can look weird, especially with unfogged water
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- Posts: 362
- Joined: Tue Jan 31, 2006 12:03 am
[lvlshot]http://members.lycos.co.uk/quakeroats/screenshots/06111001lotus.jpg[/lvlshot]
[lvlshot]http://members.lycos.co.uk/quakeroats/screenshots/06111002lotus.jpg[/lvlshot]
3ds MAX screenshot view of vertex lit polygons. I'm probably going to redo the lily pad. Then create the low poly counterparts and bake the normal and diffuse maps.
[lvlshot]http://members.lycos.co.uk/quakeroats/screenshots/06111002lotus.jpg[/lvlshot]
3ds MAX screenshot view of vertex lit polygons. I'm probably going to redo the lily pad. Then create the low poly counterparts and bake the normal and diffuse maps.
Last edited by AEon on Mon Jan 18, 2010 11:08 am, edited 1 time in total.
Reason: Refreshed lvlshot code of images.
Reason: Refreshed lvlshot code of images.
[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]




Updated the light, by adjusting the -compensate value, looks much better IMHO and much more what I wanted it to look like, hot and rusty. Q2 > Q4.
The map is ready for playtesting, which I will conduct at work tomorrow. It's great being able to test the map in a real LAN environment before you release it to the puclic.
When I started making the map, early, this saturday morning, I had fog in mind, then I would have made sun rays from windows and glows from light emiters, but since Q3 sucks at fog and I think it give a more cold feeling, I skipped it. However, I've been thinking about adding someting like dustmoats, as in Source, I'm sure _you_ know what I mean.seremtan wrote:some sexy looking alpha blending there :icon14:
btw those roof windows in shot 3 could do with some volumetric beams coming through them
Last edited by Hipshot on Mon Nov 13, 2006 12:02 am, edited 1 time in total.