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a doom3 compile

  • Section_Ei8ht
  • October 2, 2004 at 8:57 AM
  • wacko
    • October 4, 2004 at 4:31 AM
    • #21

    I am in saying my time in the doom 3 editor. I see some issues with the dynamicness( I don't think thats ever a word) of the lights in the sence that they seem to have issue with lighting and area up if it has any sort of protruding edge.. it just cuts the light off right there. I can show an example of this if needed... Then again I don't know anything about mapping.

  • OL
    • October 4, 2004 at 4:34 AM
    • #22

    wacko?

    what the hell was that?

  • Minos
    • October 4, 2004 at 5:13 AM
    • #23
    Quote from DD

    BTW KungFU, we play Quake 3 daily at the office. I hope Quake 4 multiplayer is Quake 3 with visual upgrades. Like CS:S to CS. Please lead me to believe Raven understands the reason people love Quake 3.

    from what I've seen (I dont think they were ingame shots) it'll look totally different, they are going for a realistic looking rather than the other quake series style. Correct if I'm wrong kungfu

  • Section_Ei8ht
    • October 4, 2004 at 5:36 AM
    • #24
    Quote from wacko

    I am in saying my time in the doom 3 editor. I see some issues with the dynamicness( I don't think thats ever a word) of the lights in the sence that they seem to have issue with lighting and area up if it has any sort of protruding edge.. it just cuts the light off right there. I can show an example of this if needed... Then again I don't know anything about mapping.

    I know what you mean. Thats why I have been using the idea of making a very dim light that covers the whole room and does not cast shadows. Turns that pitch black cut off into a softer shadow.

    I guess I just learned mapping and grew up on games that did not have the sudden pitch black shadow. Just kinda looks wierd to me at certain times.

  • Section_Ei8ht
    • October 4, 2004 at 5:57 AM
    • #25

    Heres what I'm getting at. Here are the same pics with r_showlightcount 1 and r_showtris 1

    [Blocked Image: http://rich.zurad.net/images/dduplinklightsshot1.jpg]

    [Blocked Image: http://rich.zurad.net/images/dduplinklightsshot2.jpg]

    [Blocked Image: http://rich.zurad.net/images/dduplinklightsshot3.jpg]

    I dont mind the corridor, its small enough so that the fps is still spectacular, and the visportals in the door keep it that way.

    But the large room has a total of 5 lights. Two for the window light (one sunlight, one the non shadow casting light) and one above each doorway. As you can see, my light count is in the greens and blues, and it is my understanding that green is good, but blue should only be allowed sparingly.

  • wacko
    • October 4, 2004 at 6:20 AM
    • #26

    thats the thing there shoudl be no reason for 5 lights to get a room lite up. Then again can't you have the actual glass itself for the window have some light ?? or create a new shader that refelcts the light in a better way ?

  • Algor
    • October 6, 2004 at 2:26 AM
    • #27

    Looks very cool, I don't remember seeing a similar style in Doom 3.

    No complaints except for the last set of pics with the orange lighting... I don't like the huge railings.. but thats more of a personal preference.

    To me thin railings and trim (Like on doors) makes a map look like a lot of time went in to it.

    Otherwise rock on

  • Section_Ei8ht
    • October 6, 2004 at 3:58 AM
    • #28

    thanks, dude.

    yeah, must be just me then. I think the thick railings fit the scene better because they are only about waist high ingame. Thin railings just didnt look right.

    I'm working on the sub navagation section of the map (a room of similar size, only with more hallways leading out [For the content links]). I'll have some pictures this weekend.

    [Edit] oh yeah, KungFu, if you continue to keep up on this thread, I tried to redo the patch meshes on the top of the pillars in the first picture from 3 subdivisions to seven. Maybe you are referring to something different, but I still get it looking exactally the same (looking like its made out of four subdivisons) with 7 subdivisions. Strange.

  • csharp
    • October 8, 2004 at 12:23 PM
    • #29

    Really hot stuff..

  • Section_Ei8ht
    • October 17, 2004 at 5:29 AM
    • #30

    Got the first section of the hallway that connects the two content areas finished (might tweak the lighting a bit, seems a bit harsh). Been awhile since a post, college life getting in the way.

    [Blocked Image: http://rich.zurad.net/images/dduplinkshot4.jpg]

    And for those that understand the lighting pass concecpt of doom3, heres a tris 3 and lightcount 1 shot:

    [Blocked Image: http://rich.zurad.net/images/dduplinklightsshot4.jpg]

    whatcha think?

  • von*ferret
    • October 17, 2004 at 7:46 AM
    • #31

    lacks color. Add a hint of some color in there to get rid of the monochrome feel.

  • Section_Ei8ht
    • October 22, 2004 at 6:04 AM
    • #32

    Yet another connecting hallway

    [Blocked Image: http://rich.zurad.net/images/dduplinkshot5.jpg]

  • RD
    • October 22, 2004 at 12:56 PM
    • #33
    Quote from DD

    BTW KungFU, we play Quake 3 daily at the office. I hope Quake 4 multiplayer is Quake 3 with visual upgrades. Like CS:S to CS. Please lead me to believe Raven understands the reason people love Quake 3.

    Please lead me to believe Raven knows better than that.

  • KungFuSquirrel
    • October 24, 2004 at 11:40 PM
    • #34

    Anything you need to know about Quake at this time is available in the recent PC Gamer article. I believe it has an answer to your question, DD.

    Section_Eight: New shots looks good. Is the trim up top specifically angled that way, or is it a low subdivision bevel? It might be worth trying out a curvy top piece there? I think it'd look especially neato on the corner to keep that smoother style.

    It'd be cool if you could get a few more lighting highlights in here and there - just little accent stuff with small enough dimensions to keep from giving too much overdraw. You'll see the normal maps really start to 'pop' when you get the lighting just right on them. You'll know what I mean when you see it, but I'll leave that discovery to you

  • von*ferret
    • October 25, 2004 at 12:20 AM
    • #35

    I'd love to see some outdoor screens.

  • Section_Ei8ht
    • October 25, 2004 at 2:11 AM
    • #36

    its specifically angled that way. Its more evident in the game. the bottom of the trim is a verticle brush, and the top is a patch mesh that curves up to the top in that kinda half U shape.

    All of my patch meshes are only a 3x3 subdiv. I'm going to go through the map and bump them all up to 7x7 or higher if needed. I'm slowly starting to understand and utilize patches more and more.

    I think I know what you mean on the normal maps. I'll see if I can use it effectivly in the next room.

    After I'm done with the cinematic part, I'm going to add on to the map to make it a dm level. I'll be sure to work an outdoor area in there.

    Thanks for the comments.

  • KungFuSquirrel
    • October 25, 2004 at 2:22 AM
    • #37
    Quote from Section_Ei8ht

    its specifically angled that way. Its more evident in the game. the bottom of the trim is a verticle brush, and the top is a patch mesh that curves up to the top in that kinda half U shape.

    Hmm. Maybe just try taking the whole shape you have right now into a patch mesh, then, and get a little curve out of it. Might pull off well.

    Quote

    All of my patch meshes are only a 3x3 subdiv. I'm going to go through the map and bump them all up to 7x7 or higher if needed. I'm slowly starting to understand and utilize patches more and more.

    Now, wait, you mean by creating a simple patch mesh and then using the 3x3 settings? You'll rarely need any more than a 3x3 simple patch mesh - if you're tweaking subdivisions, use the surface properties tab, click the checkbox for "subdivide surface" or whatever and then use the sliders there to adjust the vertical and horizontal subdivisions. This also opens up the possibility of doing some crazy cool stuff with details following curves (i.e. a simple 90 bevel curve combined with patch meshes at smaller subdivisions with some varied texture stacking). You can't always trust the automatic subdivision to get the desired results.

    If this is what you're doing already, my apologies, but I just wanted to make sure - your phrasing confused me a tad Better safe than sorry.

  • Section_Ei8ht
    • October 25, 2004 at 5:05 AM
    • #38

    er... i never thought of that.

    That answers a few questions I had...

  • JynxDaddy
    • October 25, 2004 at 6:40 AM
    • #39

    I'm confused.... You compile doom3 maps? It doesnt involve any light calculations does it? I thought they were all done in real time.

  • von*ferret
    • October 25, 2004 at 7:58 AM
    • #40

    probablya slip up jinx

    glad to see some good level design discussion in here

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