fKd Posted October 30, 2014 Report Posted October 30, 2014 Some nice texture combinations going on there. Keep it up! Grillet 1
Hipshot Posted October 30, 2014 Report Posted October 30, 2014 I like the third screen the most =) Grillet 1
Grillet Posted November 6, 2014 Author Report Posted November 6, 2014 Started to work on some shapes and lighting. Just one area more complete atm, but will post updates when more areas gets completed. Sprony 1
Grillet Posted November 10, 2014 Author Report Posted November 10, 2014 Done a first pass on the lighting. Noticed that the level is in general a bit too dark, so I need to brighten it up. Also might need to add some more stuff on the walls to break up the tiling and make them a bit more fun to look at. Sprony, Daniel Nilsson, Thurnip and 2 others 5
Sprony Posted November 12, 2014 Report Posted November 12, 2014 Done a first pass on the lighting. Noticed that the level is in general a bit too dark, so I need to brighten it up. Also might need to add some more stuff on the walls to break up the tiling and make them a bit more fun to look at.quake3 2014-11-10 13-13-44-42.pngquake3 2014-11-10 13-13-53-13.pngquake3 2014-11-10 13-14-01-46.pngquake3 2014-11-10 13-14-04-75.pngquake3 2014-11-10 13-14-10-48.pngquake3 2014-11-10 13-14-20-26.pngquake3 2014-11-10 13-14-40-63.pngquake3 2014-11-10 13-14-52-87.png How are things progressing?
Grillet Posted November 12, 2014 Author Report Posted November 12, 2014 Done a first pass on the lighting. Noticed that the level is in general a bit too dark, so I need to brighten it up. Also might need to add some more stuff on the walls to break up the tiling and make them a bit more fun to look at.quake3 2014-11-10 13-13-44-42.pngquake3 2014-11-10 13-13-53-13.pngquake3 2014-11-10 13-14-01-46.pngquake3 2014-11-10 13-14-04-75.pngquake3 2014-11-10 13-14-10-48.pngquake3 2014-11-10 13-14-20-26.pngquake3 2014-11-10 13-14-40-63.pngquake3 2014-11-10 13-14-52-87.png How are things progressing? Slowly forward. Mostly artsy stuff left. Sprony and Daniel Nilsson 2
Grillet Posted November 14, 2014 Author Report Posted November 14, 2014 Is there any solution to remove these spots?
g0th Posted November 14, 2014 Report Posted November 14, 2014 Have you tried to bump up the lightmap resolution?
Grillet Posted November 14, 2014 Author Report Posted November 14, 2014 Have you tried to bump up the lightmap resolution? Yeah, it only made the spots smaller.
Daniel Nilsson Posted November 14, 2014 Report Posted November 14, 2014 Built w/ what settings? Have noticed some spots w/ fast test gtk-radiant but these settings in Q3Map2 Toolz I don't get spots. "[GtkRadiantpath]q3map2.exe" -meta -v "[levelpath.bsp]" "[GtkRadiantpath]q3map2.exe" -vis -v "[levelpath.bsp]" "[GtkRadiantpath]q3map2.exe" -light -bounce 8 -dirty -fast -filter -patchshadows -samples 3 -v "[levelpath.bsp]" And I haven't even changed lightmap res. probably should though... Where's the settings for that?
Hipshot Posted November 14, 2014 Report Posted November 14, 2014 The best way to go about this, I would say is to create a group and use the flags _lightmapscale with a value of perhaps .25, that will give you ha lightmap on the group that is 4x the normal one. I use this all the time where I feel it's needed. Daniel Nilsson 1
Grillet Posted November 14, 2014 Author Report Posted November 14, 2014 Managed to remove the worst ones by setting the lightmap resolution to 0.25 and added _receiveshadows with a value of 1 and _castshadows with a value of 0. Still got some small spots in the picture, but they disappear when I do a more advanced build. Picture is Fast Test with Q3Map2 Toolz. Thanks for the help.
Grillet Posted November 19, 2014 Author Report Posted November 19, 2014 Been reworking the layout some and would like some playtesting for some feedback before I start finalizing the map. Here's a link: https://dl.dropboxusercontent.com/u/64384600/q3dmcalderav4.pk3 I think I did it correctly with the .pk3 file. Thurnip 1
Thurnip Posted November 19, 2014 Report Posted November 19, 2014 hum.... my quake3 are not running this :/usually i set sv_pure 0 and run the map using devmap mapname.bsp...This should work, right?
Recommended Posts