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  3. W01f

Posts by W01f

  • dm_TheEdge

    • W01f
    • January 2, 2005 at 6:44 AM

    Awesome. The Edge is my favorite Dm map of all time..This better turn out good, or else...

  • something not Source and not hidious like last time...

    • W01f
    • January 2, 2005 at 5:58 AM

    It's not that it's too dark, but that it's too bright in some spots and too dark in others. It's just not realistic at all. Try filling the entire corridor with a big ambient light.

  • super crazy idea

    • W01f
    • December 27, 2004 at 8:10 PM

    Might be an OK idea. I mean, people can just open up any Doom3 map and do whatever they want with it wheather you like it or not, and so far there hasn't been any problems..

    I'm just worried about people seeing some crappy work that you wouldn't notice in-game

  • dm_powcamp: A map I will be submiting to valve

    • W01f
    • December 27, 2004 at 8:04 PM

    It looks pretty good..but the lighting is extremely dull. And I hate walls that surround the playing area in a box.

  • Doom3 temple WIP

    • W01f
    • December 21, 2004 at 11:32 AM
    Quote from KungFuSquirrel

    Try a big fill light in the middle going out past the walls on the side for the pillar shadows, then light/lights as appropriate behind the pillars to fill it in. You should be able to get away with that little overdraw; shouldn't go over 3 to get a basic scheme down.

    But then I won't be able to have lights for the flames :/ Well I could, but at a pretty big hit to the frame rate.

  • Doom3 temple WIP

    • W01f
    • December 20, 2004 at 11:03 AM
    Quote from KungFuSquirrel

    There are two ways you're going to sell the normal maps:1) multi-directional lighting and

    2) good texture alignment using the edges well.

    All the shots show what might as well be a giant noshadow fill light. It's difficult to tell there's even normal mapping on the textures.

    In the second shot, the texture alignment is way off (and it almost looks like you're building on a weird grid ). When the textures get cut off away from an edge, things can look pretty bad. Use the natural edges and borders on the textures to your advantage. And break things up that way. Normal mapped edges on textures let you get away with brush/texture stacks that you couldn't get away with using only normal diffuse textures.

    It's also not the number of lights, it's the number of overlapping lights. Don't be afraid to use small accents, projected lights, etc. etc. to bring out some detail and color. You're showing some good ideas and it's a cool texture set and whatnot; now just focus on making it work for you.

    Yeah, in the second shot you're talking about that middle texture with writing on it? It's just that I had to scale the textures differently on that one wall, but I'll definately look into fixing it.

    I have lots of overlapping lights, too...tho maybe not too noticable right now (might have to up the brightness). All of the flames have their own seperate light, and each room uses two large lights, both with shadows on. I do stop certain objects from casting shadows tho because sometimes it just doesn't look right (like the big pillars casting big dark shadows on opposite ends..)

  • Doom3 temple WIP

    • W01f
    • December 18, 2004 at 11:14 PM

    What?

    I mean that since everything casts such dark pitch black shadows, they don't look good. I can simulate radiosity, but at a pretty big performance cost. You're better off keeping the shadows simple and good looking without having to simulate radiosity too often.

  • Doom3 temple WIP

    • W01f
    • December 18, 2004 at 10:37 PM

    Oh yeah, I forgot to mention that it's a singleplayer map..meaning it will be filled with monsters and treasure chests and stuff. But I do agree, it needs more texture variation and more detail. But like I said, I will be detailing it later by giving it a nice ruined temple feel.

    As for Doom3 and its geometry, it's no different from Quake3 as far as building it goes. It's not like there is some new feature in the engine that allows you to build abstract shapes that you couldn't before do. The thing is that when you start creating weird crazy shapes, they cast big ugly shadows that don't look right. You're supposed to use textures for most of your detail rather than crazy geometry. All the different map types (bump, specular, normal ect..), along with the lighting are what make the Doom3 engine so amazing, not geometry that was done 5 years ago. I'm not saying you need simple geometry, but not as detailed as games like Quake3 or UT.

    But thanks for the comments

  • Doom3 temple WIP

    • W01f
    • December 18, 2004 at 1:04 PM

    I'm confused. Are you saying they look bad? Are you trying to insult me, or just making an innocent comment?

    I find that kinda funny though, since quake3:arena didn't support bumpmaped textures, which this map is full of.

  • Doom3 temple WIP

    • W01f
    • December 18, 2004 at 12:20 PM

    This is for a zelda-ish mod that seems to be going very slowly at the moment. Still not detailed very much. I plan to turn it into a ruins, with pillars falling down and chunks of walls missing ect..

    http://www.infosprite.com/members/W01f/z6.jpg

    http://www.infosprite.com/members/W01f/stuff.jpg

    http://www.infosprite.com/members/W01f/barefloor.jpg (yeah I know the floor is really bare in this one...needs like a big carpet or something)

    Tell me what you think.

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