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Re: Screenshots

Posted: Wed Feb 10, 2016 4:46 pm
by AndyW
[lvlshot]http://i.imgur.com/9GC9GlZ.jpg[/lvlshot]

Re: Screenshots

Posted: Wed Feb 10, 2016 8:07 pm
by phantazm11
Looks great AndyW!

Re: Screenshots

Posted: Wed Feb 10, 2016 9:31 pm
by cityy
Indeed!

Re: Screenshots

Posted: Thu Feb 11, 2016 12:55 am
by fKd
Haha cool stuff Eraser, I'm working on a was myself, I'll link it when I get home. Mine is running on gzdoom because if the cool entity based lighting :)

Re: Screenshots

Posted: Thu Feb 11, 2016 7:00 am
by Eraser
I'm sticking to zDoom and only its original Doom functionality. I realize there's a lot of stuff you can do with modded engines. zDoom for instance allows sloped floors/ceilings and some lighting tricks as well (colored lights for instance). I am very consciously putting these limitations on myself because otherwise it's becoming a sliding scale where I'd end up building something like shown in the Q3/Doom mashup video and I explicitly do not want that. If I'd wanted that I'd boot up GtkRadiant and build an EntityPlus map :)

Building a full 32 map WAD seems a bit like a daunting task though. It's taking far longer to build a single level than I thought it woukd (having done 2 so far) and already it's very apparent I'm going to have to do a lot of difficulty level balancing.

Re: Screenshots

Posted: Fri Feb 12, 2016 9:09 pm
by KENNITHH
Why haven't I found this site before, it's amazing so talented people are still mapping for Q3 engine and even some of my mapping idols are here :eek:
I'm currently working on my biggest project yet visually but now that I bumped into q3map_fs_20g , it might the way I wanted the map to be, eventhough I doubt it will work as I cant get it to work properly (Max_shaders hit with fs20)
(Very bright outside walls, but darker shadows)

[lvlshot]http://i.imgur.com/7zUl2WZ.jpg[/lvlshot]

The map is a remake from scratch of the Battlefield 3 Ziba Tower
More pics here: http://imgur.com/a/n9lF6

It's for Soldier of Fortune II - Double Helix, not really Quake3 but its the somewhat the same engine

Re: Screenshots

Posted: Fri Feb 12, 2016 11:06 pm
by Dangel
looks really nice, but havent there been swimming pools on the side with the wood floor? Its a shame that you cant add the destructibility. Thats what made the map really fun.

Re: Screenshots

Posted: Sat Feb 13, 2016 8:07 am
by Eraser
SoF2 was awesome. Played that quite a bit on LAN parties.

Re: Screenshots

Posted: Sat Feb 13, 2016 9:14 am
by Hipshot
Hey sof2, yea, that's great and we actually still play that in lan at work, so if you need your level tested =D

Re: Screenshots

Posted: Sat Feb 13, 2016 11:12 am
by KENNITHH
@Dangel, do you mean at the bottom of the picture where the wood would go to the pool? There's actually a pool there but it's not visible here ^^
@Hipshot, that would be great !

I'm currently trying to add as much props as possible for this evening (19 GMT) as there's a server thats gonna put my map online.
They try new maps every saturday evening with a bunch of folks. Would be cool if you guys joined in. ( <HoP> Clan Night Server ).

I would really appreciate if any of you could check out my .map to see what could be done better and optimized, aswell as my shader. I've got some experience in mapping but I'm not quite good at those 2 :p. And perhaps help me out getting my walls outside very bright like almost blinding but darker in shadows?

I'm currently using this to compile

[spoiler]-bsp -meta -samplesize 16 -v -rename
-vis -v -saveprt
-light -patchshadows -fast -dirty -dirtscale 1 -dirtdepth 16 -samples 6 -gamma 2.5 -compensate 1 -v -threads 2

q3map_lightmapFilterRadius 0 8
q3map_sunExt 1 1 1 500 160 45 3 32
q3map_skyLight 200 6

ambient 10
[/spoiler]

Re: Screenshots

Posted: Sat Feb 13, 2016 1:16 pm
by Dangel
Yes i meant the bottom of the picture. I played the map alot in bf3 and was confused when i didnt see a swimming pool there :D

Re: Screenshots

Posted: Sat Feb 13, 2016 4:36 pm
by obsidian
Ambient will immediately kill all dark shadows. Ambient adjusts the contrast of the lightmap by cranking up the low values. If high contrast is the look you're going for, I would avoid using it.

For high contrast between light and shadow, you want a strong primary source (sun), and a weak secondary source (sky's radiosity). You control this with q3map_sunExt's intensity value (set relatively higher), and q3map_skyLight's amount value (set relatively lower). You're sun's pretty bright, so try lowering the skyLight amount, try something like 50.

Note: skyLight's iterations value is exponential, so a value of 6 is quite high and will take a long time to compile with little benefit. I would use a lower value at the very least to test with, and if you feel is necessary, use a higher value for a final compile. Less hairs pulled.

The other stuff that will affect contrast is -gamma and -compensate. To start, I would leave both switches out until you can get the approximate look that you want with your sky shader first. I think the look you're going for involves overbright values, you probably want to bump things gently by increasing -gamma and optionally with a low -compensate value. I'm not even sure if SoF2 uses r_overbrightbits.

Oh, and why aren't you using -bounce? That will probably help with the indoor lighting.

Re: Screenshots

Posted: Sat Feb 13, 2016 10:55 pm
by sst13
Did someone say Doom? :D

Image Image Image Image Image Image Image Image Image

These maps are up to 20 Years old. :owned:
I made about 12 Doom2 maps but never released any of them over the internet.
The last shot shows a deathmatch map and is also the base of 13simple (http://sst13.de/pics/simple3.jpg)

Eraser wrote:Building a full 32 map WAD seems a bit like a daunting task though.
I tried the same but got stuck after 9 maps. :cry: Let me know if you need some material. :D

Re: Screenshots

Posted: Sun Feb 14, 2016 3:16 pm
by MrLego
AndyW wrote:@Eraser: Cool! :)
Its a bit strange to go back to a "non-polygon" engine -isn't it? Id played around with DEU & DeeP back in the 90´s (D3D Build too) and then there was Quake 2... :)
DEU - brings back fond memories. :)

Re: Screenshots

Posted: Sun Feb 14, 2016 3:59 pm
by KENNITHH
@obsidian, thanks for that , it really refreshed my knowledge of it.

Here's my latest beta version of Ziba Tower remake for SoF2. Let me know if you find any bugs, or would do things differently

If you want to take a look at the .map, pm me

https://www.dropbox.com/s/t6p2nv69j4ut2 ... a.pk3?dl=0

Re: Screenshots

Posted: Mon Feb 15, 2016 2:10 am
by Bacon
A little bit of a more obscure character model, Fayt from the game "Star Ocean 3"

[lvlshot]http://img.bacon.ms/shot0150.jpg[/lvlshot]

Re: Screenshots

Posted: Mon Feb 15, 2016 8:23 am
by AEon
Amazing modelling work.

Re: Screenshots

Posted: Mon Feb 15, 2016 7:35 pm
by fKd
Here's that wad I'm working on for Doom 2. It also requires GZdoom.

http://forum.drdteam.org/viewforum.php?f=23 - GZdoom

https://www.dropbox.com/s/6700tdk1no45k ... 1.wad?dl=0 - My wad

The second map has no exit yet.

Enjoy :)

Re: Screenshots

Posted: Tue Feb 16, 2016 8:06 am
by Eraser
Holy crap, if you're planning on filling an entire WAD with maps like that then you'll probably never end up finishing it. I only played (part of) the first map and it is huge! Also, it's really, really hard. Running into pretty much the whole array of Doom monsters in the first map with only 20 shotgun shells in your pocket gets a bit hairy :)

Re: Screenshots

Posted: Tue Feb 16, 2016 6:06 pm
by AndyW
@Bacon: Wow, especially for the face and hair! :up:

Re: Screenshots

Posted: Sat Feb 20, 2016 10:16 pm
by AndyW
[lvlshot]http://i.imgur.com/6rxhkQ3.jpg[/lvlshot]

[lvlshot]http://i.imgur.com/WLJQGHL.jpg[/lvlshot]

:question:

Re: Screenshots

Posted: Sun Feb 28, 2016 8:57 pm
by KENNITHH
Apparently I cannot make a new thread. So I'll do it here, when I compile my same map as seen in the previous pic with FS_20G, I get WARNING: GeneratePermanentShader - MAX_SHADERS hit, and I get missing textures ingame. Is it because it isnt meant to work for SOF2 or ? Q3MAP2 2.5.16 works fine

http://puu.sh/noTvm/0fa2ed5145.jpg

Re: Screenshots

Posted: Mon Feb 29, 2016 7:25 am
by Hipshot
Any reason why you can't work with Q3map 2516?

Re: Screenshots

Posted: Mon Feb 29, 2016 9:10 am
by AndyW
@KENNITHH Maybe this will help, found it via google: http://forums.warchest.com/showthread.p ... HADERS-hit
4th post -from ydnar. Im sorry that i cant help you with your problem but maybe the link will help you to get back on the road! :)

Re: Screenshots

Posted: Mon Feb 29, 2016 4:23 pm
by KENNITHH
@Hipshot, mainly because I read the compiler improves the use of ASE models somehow and I'm all in for that as I always wanted to make some kind of forest like the CODUO maps (first level of SP). And as a mapper I like to try around with commands. In this case floodlight and exposure. If I knew it had more cmds, even better.

@AndyW, well I feel dumb now, I usually find anything I want on google but this I did not, perhaps I read it, I dont remember but its just weird it works just fine with 2.5.16 and not FS20G. Cheers

EDIT: Well that didn't work (_lightmapscale 4)