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Re: Screenshots
Posted: Sun Aug 02, 2009 8:54 pm
by jal_
g0th- wrote:
jal_: Thanks for the tip. I'm currently have a whole shaderfile name temp where I've put every single texture into a material with q3map_clipmodel on it. Just to be able to run in the map. I will be pretty happy the day I remove it

so sick of all filepaths, shaders, models, textures names and the constant research on how q3map2 works. but I guess spawnflag 6 will do lightmaps and clipmodel in normal q3map2?
Yes, works the same as standard q3map2. So 6 for lightmapped and clipped + 8 for extruded normals clipping fix = spawnflags 14 and no need of shader files (unless special cases you want them, ofc). I'm using it all the time now, and for the same kind of constructions you show in your shots. With standard q3map2 I often got falling through triangles, but this one rarely gets them.
Re: Screenshots
Posted: Mon Aug 03, 2009 1:40 am
by Kaz
goth: it's q3, "my engine" isn't much of anything different anyway (i wish it were super awesome!)
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0018.jpg[/lvlshot]
chugging along, will eventually make the light fixtures different (at least in the upper areas)
Re: Screenshots
Posted: Mon Aug 03, 2009 10:25 am
by nitin77
phantasm11,
they're absolutely amazing, well worth a visit. Especially the virtually unknown one in the jungle that hardly any tourists go to. And yes you do spend most your time taking picture after picture.
If you would like, I have plenty of shots of Ta Prohm and the jungle one I mention, in case you want some reference shots.
Re: Screenshots
Posted: Tue Aug 04, 2009 3:53 am
by phantazm11
@nitin77: Though initially inspired by pics of Angkor, I've taken this map toward a more Mayan style than Vietnamese; Mostly because I can't get the detail I would like to out of the Q3 engine without killing framerates to do justice to Angkor. If you have any pictures online, however, I'd love to check them out.
@Kaz: Looking good! And here is the vine you ordered, inching its way towards the shotgun...
Also featured: New moldy stonework and torch holders more suited to this kind of theme/architecture.

Re: Screenshots
Posted: Tue Aug 04, 2009 4:31 am
by urgrund777
phantazm - not sure if it was intended, but the saturated colours of the natural elements (fire, sky, foliage) works really well the neutral structural textures!

Re: Screenshots
Posted: Tue Aug 04, 2009 5:00 am
by obsidian
phantazm11 wrote:I've taken this map toward a more Mayan style than Vietnamese
Angkor is in Cambodia, not Vietnam.
National Geographic featured an issue last month with Angkor on the cover. You are sure to find the photos inspiring...
http://ngm.nationalgeographic.com/2009/ ... stone-text
Re: Screenshots
Posted: Tue Aug 04, 2009 6:21 am
by phantazm11
obsidian wrote:phantazm11 wrote:I've taken this map toward a more Mayan style than Vietnamese
Angkor is in Cambodia, not Vietnam.
National Geographic featured an issue last month with Angkor on the cover. You are sure to find the photos inspiring...
http://ngm.nationalgeographic.com/2009/ ... stone-text
Ha, I knew that too. Chalk that one up to a Duh moment
Thanks for the link!
Re: Screenshots
Posted: Tue Aug 04, 2009 9:03 am
by nitin77
phantasm11,
will send some mail.
Re: Screenshots
Posted: Tue Aug 04, 2009 1:58 pm
by monaster
phantazm11 wrote:Mostly because I can't get the detail I would like to out of the Q3 engine without killing framerates to do justice to Angkor.
That's excatly the reason why I also skipped that project a long time ago. Plus, if I don't get dead rich one day and never have to work again I probably never have the time it takes to persue a project as time consuming as this one.

Re: Screenshots
Posted: Tue Aug 04, 2009 4:29 pm
by Kaz
phantazm11 wrote:
@Kaz: Looking good! And here is the vine you ordered, inching its way towards the shotgun...
Also featured: New moldy stonework and torch holders more suited to this kind of theme/architecture.

great! another thing is that it would be cool instead of having mouldy bricks if you made... me a sandwich
*crossed fingers*
Re: Screenshots
Posted: Wed Aug 05, 2009 2:51 pm
by phantasmagoria
slightly OT: but started a new sculpt yesterday:
[lvlshot]http://img43.imageshack.us/img43/2461/snc00442.jpg[/lvlshot]
Re: Screenshots
Posted: Wed Aug 05, 2009 3:46 pm
by obsidian
Is that a boomer? What material do you use? Sculpty?
Re: Screenshots
Posted: Thu Aug 06, 2009 12:26 am
by phantasmagoria
it is indeed a boomer. I've used a lot of sculpey (polymer clay - bake it and it sets hard) in the past, but find it a bit soft. This stuff is Chavant NSP Plasteline, which is quite a tough oil based wax, much harder than sculpey. It has benifits in that you can heat it up and pour it, make a clay like slip from it using alcohol based solvents and even carve the harder gradients of it it like you would stone or wood. It holds fine detail like a motherfucker and silicone loves it (for molding purposes).
If this turns out alright, I'll make a silicone mold of it and churn out a couple of resin casts. I'm really trying to boost my portfolio in this direction, over the larger stuff I've been doing the past few years.
Re: Screenshots
Posted: Thu Aug 06, 2009 4:18 pm
by phantasmagoria
[lvlshot]http://img139.imageshack.us/img139/9739/snc00447.jpg[/lvlshot]
We had a sunny day today so I took advantage \o/.
Re: Screenshots
Posted: Thu Aug 06, 2009 9:08 pm
by sock
[lvlshot]http://www.simonoc.com/images/misc/cl_parseservermessage_ooops.jpg[/lvlshot]
Seems like I just keep finding new ways to break q3, I know how to fix it but it is something I wanted to share

Unfortunately I have nothing visual to share, too may things broken at the moment.
Re: Screenshots
Posted: Fri Aug 07, 2009 7:46 am
by jal_
Rushing a map for the new bomb & defuse gametype in Warsow. We had an awful looking layout and I have to make it look decent in a couple of days. Somehow I liked this bit:

Re: Screenshots
Posted: Sat Aug 08, 2009 10:37 pm
by Kaz
Nice! I've been trying to fake that effect with the light in q3, although, shouldn't the bloominess match the actual diameter of the spotlight (it looks wider)?
Re: Screenshots
Posted: Sat Aug 08, 2009 11:11 pm
by Hipshot
What effect did you try to fake, the light beam or the brighter cone?
Re: Screenshots
Posted: Sun Aug 09, 2009 12:27 am
by Kaz
The brighter cone (i think that's what you're referring to), the TA flare shader is about as good as it gets?
[lvlshot]http://student.cs.appstate.edu/freemancw/junk/latest.jpg[/lvlshot]
Re: Screenshots
Posted: Sun Aug 09, 2009 8:06 am
by jal_
It's just an autosprite2, the same as yours, I think. We implemented a new rgbgen for these things so you can graduate the transparency for the distance to the view. It's a very simple trick and a total blast for these things. They don't feel intrusive with the player view anymore, and somehow look more "alive". I never liked using them when I mapped for q3 and I'm spamming them everywhere now :P
I'm not sure if it should match the wide of the directional light cone. Maybe, but maybe only the central part is strong enough to light the particles suspended on the air. Dunno. I'm any case I'm mapping this too fast to slow down and think such details

Re: Screenshots
Posted: Sun Aug 09, 2009 11:33 am
by Hipshot
The problem as I see it - and I've said it so many times - is that when people are making visible light rays, they never really think the whole way. Often they use them in an environment where it would never be seen, they are to strong, to wide/narrow, to many, etc. Here I think the problem is that the actual light source isn't very bright at all, it looks like the light is dimmed down and not very strong, the light cone on the wall seems to much for the light strength too. I suggest you tone the cone and the ray down, or up the light source (texture) major.
Re: Screenshots
Posted: Mon Aug 10, 2009 1:40 am
by obsidian
True, you would need a strong light source along with some sort of atmospheric density for the light to scatter off of, like fog or rain. You're not likely to see such an effect in the middle of a sunny day.
Re: Screenshots
Posted: Mon Aug 10, 2009 8:00 am
by jal_
You're right but... I'm not pretending to be realistic here, y'know

. I'm going to change the sky to a color as in the first moments of a dawn, tho.
Re: Screenshots
Posted: Tue Aug 11, 2009 7:30 am
by sock
[lvlshot]http://www.simonoc.com/images/design/maps_q3/moteof1bn1l.jpg[/lvlshot]
Im happy with the outline, just need to finish off the lighting and texture density/alignment.
Re: Screenshots
Posted: Tue Aug 11, 2009 8:28 am
by jal_
The upper side of the big pillars has a very, very nice shape.