1nfern0 Posted November 13, 2014 Author Report Posted November 13, 2014 How are things progressing? quite good. I'm just a bit concernded about the size of the map, it might be to small for 8 players. Hipshot, FMPONE and Thurnip 3
1nfern0 Posted November 13, 2014 Author Report Posted November 13, 2014 Deluxe. Are you on a ATI card? Yes, I guess you mean the black lines on the skybox I've heard it has something to do with texture clamp. Is there any bugfix for this?
Hipshot Posted November 13, 2014 Report Posted November 13, 2014 I dont think I ever heard about a good fix for this that works on all graphics cards. It's some bug with q3s render I think. What you can do, is set up the sky inside a portalsky and instead of mapping a "sky" texture, map a regular texture and project it x100000 kinda. I did that in a test scene back in the days and as far as I remember, that scene did not cause any lines, on any graphics card.
Hipshot Posted November 13, 2014 Report Posted November 13, 2014 Take a look at this: http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar See if you have any lines in the sky. There might be some other issues with it, it's from 2006 so, but q3s the same and so am I =)
1nfern0 Posted November 14, 2014 Author Report Posted November 14, 2014 Take a look at this: http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar See if you have any lines in the sky. There might be some other issues with it, it's from 2006 so, but q3s the same and so am I =) It seems to work, I see no lines in your map . Idk how it will look like with my map but I will try it later on when I'm done with most of the work. Thanks Hipshot!
1nfern0 Posted November 24, 2014 Author Report Posted November 24, 2014 Take a look at this: http://www.zfight.com/misc/files/q3/hipshots_skyfix.rar See if you have any lines in the sky. There might be some other issues with it, it's from 2006 so, but q3s the same and so am I =) It works,not as good as in your map. But it's definitely an improvement. There is only a small line left that comes from the skybox model. I just don't know why they are there, because I'm using the same shaders as yours.
1nfern0 Posted November 30, 2014 Author Report Posted November 30, 2014 (edited) There is my mess: https://www.dropbox.com/s/vr5tk8vn2xbadas/map-infected-r1.zip?dl=0 You will need to increase your hunkMegs to load this map. And as my gfx card is bugging me I can't say how bright it is (I can't use the brightness slider) It might need some readjustment on your side. I play and built this map with: /r_ignorehwgamma 1 /r_gamma 1.0 (actually this is the default value) *edit: and /com_hunkMegs 256 I hope you like it Edited November 30, 2014 by 1nfern0 fKd 1
1nfern0 Posted December 3, 2014 Author Report Posted December 3, 2014 My final submission: Download: https://www.dropbox.com/s/xxt7f1ajai3j8mh/map-infected.zip?dl=0 Good luck to everyone! p.s Why are there so few space maps? Sprony 1
Conrad Justin Posted December 3, 2014 Report Posted December 3, 2014 Because people are acrophobic and agoraphobic. Besides there is no oxygen to breath. Seriously
Daniel Nilsson Posted December 9, 2014 Report Posted December 9, 2014 Just played it, it has a really cool atmosphere to it! Good design and item placement too. But I think it look even more interesting if it were to have more colored lights to it, either if different areas inside the "thing" had different light colors lighting it from below or if you were to have some large point lights matching colors from the sky box. So that the platform by the planet had blue light hitting it and then orange light from the nebula. Also some weapons were in shadows and a bit hard to see, if you didn't want more lights in the area maybe a light_junior would be good? But overall I liked it very much!
1nfern0 Posted December 17, 2014 Author Report Posted December 17, 2014 Just played it, it has a really cool atmosphere to it! Good design and item placement too. But I think it look even more interesting if it were to have more colored lights to it, either if different areas inside the "thing" had different light colors lighting it from below or if you were to have some large point lights matching colors from the sky box. So that the platform by the planet had blue light hitting it and then orange light from the nebula. Also some weapons were in shadows and a bit hard to see, if you didn't want more lights in the area maybe a light_junior would be good? But overall I liked it very much! Some good points. thx I see what I can do for my next release.
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