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Post by djwguitarman on Jun 29, 2003 18:20:57 GMT -5
I finaly have some screen shots of my map by Covanent. You'll likly notice that there are some wierd lighting stuff going on here, I'm not sure why but i can assume it's becuase I made the compile go as fast as possible. on the right of this shot you'll notice the rock face looks odd and that's because it's not finished and there's just a big hole with a flat wall behind it. members.lycos.co.uk/mmfsdjw/hpbimg/covyshot.jpg the lighting in this hallway is not supposed to be segmented like that but it look kind a nice, I just may keep it. members.lycos.co.uk/mmfsdjw/hpbimg/covyshot2.jpgAs you can see this map is huge. becuase it's so open i'm going to make it very dark to make CTF alot more interesting then just having a sniper pick everyone off. members.lycos.co.uk/mmfsdjw/hpbimg/covyshot3.jpgI intend to add alot of detail like trees and rocks around as well as crevaces(sp?) and secret places to hide and snipe from or to hide from a sniper. Any questions?
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Post by Paracyte on Jul 1, 2003 0:23:14 GMT -5
It looks really good . The only thing I dont like is the muddy water, but you already know about that ;D Also, this bears a resemblance to one of the snowy single player levels from Halo. It would be more recognizable to Halo players if it was a snowy-type level rather than a swamp level. Either way it still looks good.
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Post by InTeRLoPeR on Jul 1, 2003 18:03:35 GMT -5
Keep the lighting in the hallway it looks good. The snow idea might be work better.
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Post by djwguitarman on Jul 1, 2003 22:08:13 GMT -5
ok, I think I have found a water texture that will work. I'll find out as soon as it finishes compiling.
yall really think I should go snowy? the thing is, I dont' have any snowy textures. yall know of any that you think might fit well?
I don't really want full on Sidewinder snowy cause then it wouldn't make much sense to have non frozen water. come to think of it, getting some snowy textures would be good since I'll need some anyway for SW. but that's beside the point.
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Post by InTeRLoPeR on Jul 1, 2003 22:34:42 GMT -5
It was just a idea. You get to pick the final textures.
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Post by djwguitarman on Jul 2, 2003 0:05:01 GMT -5
ok, the water texture looks good. it's from pad's kitchen map but I need to play with it alittle so I'll do that tomorrow, and I figured out that the wierd lighting stuff in those other shots is from the phong shading.
more on this(as well as some screen shots) tomorrow.
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Post by Paracyte on Jul 2, 2003 9:20:19 GMT -5
If you do decide to make it snowy, you can always make the water frozen on top, then have some areas where the ice is broken through and you can swim under the frozen layer of ice. Also, do apply the phong shading to the terrain, just dont apply it to any structures you are putting in yout map. Lights up the terrain much more realisticaly.
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Post by djwguitarman on Jul 2, 2003 16:10:10 GMT -5
How do I set it t only aply it to the terrain?
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Post by Paracyte on Jul 2, 2003 17:32:01 GMT -5
I'm not 100% sure on this, but try adding q3map_shadeangle 70 (or set it to something else if you want) to the beginning of the terrain texture shader and run the map through a normal compile with Q3map2. That should enable phong shading to any face using that texture. You might also need to func_group the brushes using the texture. Note that the shadeangle number specifies the maximum angle that the phong shading will effect. So if it looks too smooth, lower that number, and if it doesnt look smooth enouph, increase it.
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Post by djwguitarman on Jul 2, 2003 20:39:34 GMT -5
ok, thanks, I'll try that. mean while, here are some more shots. I yoinked this water from pad's kitchen. It look nice with the exeption of the two wierd strped on the right, not sure what that's about. and only from under the water or over on the sides(anywhere there is a lighted surface behind it) does it look like it's moving. everywhere else it looks static. I'm going to examin the shader to try and figure this out. members.lycos.co.uk/mmfsdjw/hpbimg/covyshot4.jpgand another shot of the hallway. I really like the way these are looking. members.lycos.co.uk/mmfsdjw/hpbimg/covyshot5.jpg
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Post by InTeRLoPeR on Jul 2, 2003 20:41:12 GMT -5
But it's too open for me to run on my computer.
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Post by djwguitarman on Jul 2, 2003 21:08:16 GMT -5
yeah, sorry. This one will be a FPS killer. I plan to add alot of stuff, and I'm liking the idea of ice floating across the water.
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Post by Paracyte on Jul 3, 2003 0:51:02 GMT -5
But it's too open for me to run on my computer. Actually, just being a wide and open map won't effect the map's performance on any computer. What does make a diffrence is the amount of detail you put in your map. When you look at a wall, the computer will draw 2 triangles for that wall. And when you look at an even larger wall, your computer is still only drawing 2 triangles. Thus, there is no impact on the fps or r_speeds. Btw that new water definatly fits the map better than the old water.
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EasyG
Beta Tester
Posts: 54
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Post by EasyG on Jul 3, 2003 5:32:38 GMT -5
for the ice thing u shoudl do ........
use a glass texture to cover the top but change it so that it has snow on the top but is still see through then add a water brush obviously a light blue one looking like icy water underneath it so u can see the water through the ice which will eb on top of it. then obviously u can add some smashed holes int eh top of the ice so that players can go into it.
i thinkt hat woudl be good.
i may be able to get u some good snow texturs if u wanted. al talk to u 2moro or tonight about it dj. and see what i can do for yah.
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Post by djwguitarman on Jul 3, 2003 10:36:22 GMT -5
ok, I'm playing around with a new rock texture. hopefully this looks alittle snowy. I added that shade angle to the shader, but this is all I got, though I didn't enable phang shadeing in the compile so that's probably why. For the ice, I'll probably have some pieces on func_trains to float around and having some of it breakable when you walk over it might be good too. I'm not going to do a solid sheet of ice. and I probably just use a flat texture since it's so dark down there you wouldn't be able to see it anyway.
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