Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Section_Ei8ht

  1. Heres what I'm getting at. Here are the same pics with r_showlightcount 1 and r_showtris 1 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.
  2. 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.
  3. well, 20 bucks says that that post was just me trying to come up with a reason why my dumbass cant get the lighting to satisfy me. But the one thing that does bother me is the lighting passes on each surface. If I want to make a room with soft lighting, non pitch black shadows, I need to have two lights (correct me if I'm wrong). One that casts shadows, and a dimmer one that does not. Only problem with this is that now every surface in that room has two lighting passes on it (except a few, depending on the map). If I want to add more detailed lighting, I'm approaching three to four, an
  4. doom 3 is all well and good, but the more I mess with it, the more I find out its limitations. This will probably be the only compiles I do with the doom3 engine. Once Source is released, Source all the way (Unless of course, X-Ray is open for modding, then X-Ray would be the engine of choice).
  5. alright, The more I look at these pics the more I grow on the lighting of the room. [Edit] I just noticed my texture alignment on the pillars is a little off in these pics, already fixed.
  6. yeah, if you dont want any pitch black shadows in a room, you need to have one light that casts shadows, and another dimmer light that does not. Then you get a soft lighting effect. Only problem is, thats 2 lighting passes on every texture in the room with the exception a few. And as we all know, its the lighting passes that can really drop your framerate.
  7. thanks, kungfu. Yeah, lighting is the hardest thing for me in Doom3. I have a whole other room constructed, but I didn't post any pictures because I cant get the lighting to look right. and due to the cinematic value and the map not needing to be playable, I'm almost fully ignoring the lightcount limits, but that still doesnt mean I can get it too look good. Thanks for the tip. I'll take care of the patch meshes, and I'll toy with some lighting in that room. I'll also post a pic of what I have of the larger room, even though the lighting sucks.
  8. Hey there, mapcore. Havent posted here that much, so I figured I'd kick off the posting frenzy with a screenie. This map has no name, specifically due to the reason that this is not going to be a map made for playability, but its a map that I'm going to use for creating a cinematic that will be the main navagation of my upcoming portfolio/company website. Comments welcome.
  9. Section_Ei8ht

    new style

    yeah, i dig the brushwork, but im sorry, that lighting is just too much for the hl lighting engine to handle, im my opinion.
  10. This has got to be the first time I have literally rolled on the floor laughing.
  11. Catch-22 and Slaughterhouse Five are my favorites. Anything Phillip K. Dick is great for a short read, as well.
  12. not too shabby. I would recommend some kind of rollover effect on your navigation links. Also seems to me that the counter and links on the left side stick out from the main design a little bit too much.
  13. http://www.ultrashock.com http://www.actionscript.org http://www.macromedia.com
  14. saw avp and collateral a few weeks back. Also got ahold of the Ladykillers and Day After tomorrow. All kicked ass. Havent seen I movie I havent liked in awhile.
  15. not bad. I can dig the simplicity of it all. A little too simple for me, but then again, I love complicated flashwork, like 2advanced and flashlevel.
  16. I get to make submarine sandwiches for people. But its all good because I moved up the ranks to the title of manager, so now I get to yell at as many people as I want, for any reason I see fit. I also get to take old time themed photographs of people at an amusement park. But thats okay, too, because I'm about two weeks from making manager there, too. As well as running a freelance multimedia design company. But my current client is being a huge pain in the ass. Working three jobs and going to college full time sucks ass. Not much time for mapping.
  • Create New...