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Section_Ei8ht

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Posts posted by Section_Ei8ht

  1. I like what you got, my only problem is those red lights in picture three. They stand out waaaay too much. I would also kill the fog in those pictures, or at least work it around so that it does not seem that it is just in one central area.

    Other than that, nice textures, and nice work.

  2. r_speeds do not exist in doom 3. You only measure performance.

    Not true. Doom 3 has r_speeds, you just dont really need to pay attention to them. r_showprimitives 1 gives you r_speeds. 0-60K is excellent, 60K-70K is good, but you want to stay away from 71K or higher. Not that it really matters, though. Lightlevels are more important.

    Not a bad piece of work there, great for pure deathmatch. I just think that the architecture could be beefed up some. Seems a bit too plain to me.

    Nice work.

  3. 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.

    dduplinkshot4.jpg

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

    dduplinklightsshot4.jpg

    whatcha think?

  4. yeah i just found it easier to work with, and I feel it gave me a more natural style of lighting. Granted I had less control, but thats kinda what I wanted. If i place a light here with certain specifications, this is how it should and did look. I liked that.

  5. 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.

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

    dduplinklightsshot1.jpg

    dduplinklightsshot2.jpg

    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.

  7. 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.

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