Slowly but surely... (ODQ3DM6)

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shiznit
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Joined: Fri Jul 01, 2005 4:39 pm

Post by shiznit »

Looks cool but I don't really like the barbecue pit.
shiznit
Posts: 1244
Joined: Fri Jul 01, 2005 4:39 pm

Post by shiznit »

o'dium wrote:Either i make it bright and washed out and slow FPS, or dark and moody and fast.

Q3DM6 at default isn't very different.

You all need to remember this is a new engine, with new lighting. Anybody expecting it to look even 50% the same needs to think again. Im sorry.
Seriously dude, give it some light.
Deathshroud
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Joined: Tue Feb 22, 2005 6:22 pm

Post by Deathshroud »

o'dium wrote:Either i make it bright and washed out and slow FPS, or dark and moody and fast.

Q3DM6 at default isn't very different.

You all need to remember this is a new engine, with new lighting. Anybody expecting it to look even 50% the same needs to think again. Im sorry.
Why not use a soft ambient light? There is a thread in lvl editing about it.
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

shiznit wrote:
o'dium wrote:Either i make it bright and washed out and slow FPS, or dark and moody and fast.

Q3DM6 at default isn't very different.

You all need to remember this is a new engine, with new lighting. Anybody expecting it to look even 50% the same needs to think again. Im sorry.
Seriously dude, give it some light.
Do you want to play it or look at it?

Fine, i'll give i light. First person that moans about the 15FPS in the corner can suck my dick.
shiznit
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Joined: Fri Jul 01, 2005 4:39 pm

Post by shiznit »

Wasn't there a fast way to give light, sorry I don't know much about lighting but I don't think dark maps are good for q4 multiplayer.

[lvlshot]http://www.fuzzyslogic.com/blerk/q3dm6.jpg[/lvlshot]
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Ambient light, but that washes out everything to so it needs a good dose of pointlights.

Dont worry, im working on it, ill show you the new results in a sec.
shiznit
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Joined: Fri Jul 01, 2005 4:39 pm

Post by shiznit »

One thing I wanted to say is that for me when I take screenshots the gamma is reset back to 1, so I get dark screenshots. I wonder if that's what happened to your screenshots because you first batch is a bit lighter then your last set. But good work anyways. :icon14:
shiznit
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Joined: Fri Jul 01, 2005 4:39 pm

Post by shiznit »

In other news I would like to point out that I just finished my first map for quake4 named box and I'm expecting it to do what the fy_ maps did for cs:s.

Image
o'dium
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Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

Using new brightness levels (frame rate took a bit of a hit, but hopefully that will vanish once i get Vis working), the brightness is a lot higher. The reason it, for the most part, doesn't look as bright in some areas is because it just made no sense to. Its a lightmap engine, lighting was a hack at best and never looked good, so it could be anywhere and everywhere.

Now accept it will never look the same, and come to some kind of understanding:

Image
o'dium
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Post by o'dium »

I could "maybe" up the ambient a tad more and make it a bit more browner to match the old colour, but again, this isn't exactly going to look pretty. Ambient light lights the local texture from the front with no specular, and looks horrible.
Bdw3
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Joined: Sun Mar 12, 2000 8:00 am

Post by Bdw3 »

I'd hit it. :icon14:



:paranoid:
TTK-Bandit
Posts: 190
Joined: Sat Sep 07, 2002 7:00 am

Post by TTK-Bandit »

don't get confused about lighting..
just finish the map, so we can see the lighting ourselves,
then we can decide wether it has to be brighter or not..
axbaby
Posts: 3424
Joined: Wed Dec 22, 1999 8:00 am

Post by axbaby »

honestly guys .. most of us are going to crank up the gamma and turn off shadows .. so those complaining about "it's too dark" are being foolish.

let the man make it and let us tweak our own lighting levels.
spookmineer
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Joined: Fri Nov 29, 2002 8:00 am

Post by spookmineer »

Looking good, but happened to the floor texture in Q3 in the first pic?
AmIdYfReAk
Posts: 6926
Joined: Thu Feb 10, 2000 8:00 am

Post by AmIdYfReAk »

Odium is using HAX!!

*cough*

actually, i think it simply applies to Extra Pk3's he has in his q3 dir. :)
o'dium
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Post by o'dium »

spookmineer wrote:Looking good, but happened to the floor texture in Q3 in the first pic?
Test texture for ingame scale.
Deathshroud
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Post by Deathshroud »

Why not check out some of the Q4 maps to see how they lit their levels?
o'dium
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Post by o'dium »

Deathshroud wrote:Why not check out some of the Q4 maps to see how they lit their levels?
I already know how they did it, check the thread. Fully ambient lit for no dark spots and smaller point lights. Trouble is that looks shit on this level.
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hemostick
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Joined: Wed Feb 14, 2001 8:00 am

Post by hemostick »

The new ambient lights with the nofalloff shader don't flatten things as much as they used to (provided you don't use an insanely bright light color). Besides, looking at these screenshots with my gamma and brightness screwed from an unexpected Q4 quit is fine, so I think the current lighting is bright enough.
Also about vising : I think those holes you added in the wall gears should be covered. If you really want the "shoot projectile through it yay" thing, you could also use a very small teleporter on each side of the hole ;)
Last edited by hemostick on Tue Oct 25, 2005 11:21 pm, edited 1 time in total.
AmIdYfReAk
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Post by AmIdYfReAk »

or how about give me the map, and i'll see if its to dark or nice and secksi.
o'dium
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Post by o'dium »

Heres a tip. Enlarge one of the screens i posted so it fits your whole screen and nothing else is on it. Check it in normal conditions.

If its to dark you can have your money back. :p
Pro*Neo
Posts: 35
Joined: Mon Oct 24, 2005 11:40 am

Post by Pro*Neo »

O´dium masterrrrr!!!!!!! Just going on doing the map, the lights are perfect!!!!! and it seemssssssssss marvelousssssssssss. How much time we have to wait????:)
{uZa}FreakOfNature
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Post by {uZa}FreakOfNature »

Holy shit. I want this map yesterday! Looks fantastic.
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R00k
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Post by R00k »

Just finish the mapping man, the bickering over lights can happen when people can actually play it and see it in game. It's not like you can judge accurately from screenshots in windows.
PieceMaker
Posts: 899
Joined: Tue Jan 25, 2005 4:43 pm

Post by PieceMaker »

Wow o'dium. That is looking excellent!! Can't wait for this one. :icon14:

R00k wrote:
axbaby wrote:editor is built into quake4

type editor

i'm still trying to get it working properly on
q4wca2
I'd like to see that one again too. :icon32:
Looking forward to that one as well. Man good times!
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