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Posted

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.

dduplinkshot1.jpg

Comments welcome.

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Posted

Hey, you're not far from here. :P

It looks good overall. Very nice sleek shape to things. I would recommend upping the subdivisions on the patches to 8 instead of 4, though, it's a small enough area you can get away with it and the edges kinda stick out. Particularly for cinematic use, it might be a good touch to address.

Also, the lighting doesn't entirely do the scene justice. The only thing that really identifies the scene as being modern tech as opposed to Q3 (or even HL) is the slight light pattern visible on the walls and the normal map highlights barely visible on the ceiling. The bottom of the supports would be great for a small accent light, and with some planning and adjustment you can still keep the light count reasonable. As much as people complain about Doom 3's darkness, its lighting is really its greatest strength.

Of course, all depends what you want to do with the scene. But for the purpose you mentioned, you can probably get away with quite a bit a playable level couldn't.

Posted

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.

Posted

the sad thing about doom 3 lighting is that to get it to the point where the light in the room is bright enough you end up using like 12 lights LOL... The issue I think is the fact that Doom 3 is naturally a dark game and the lighting effects refelect that in the game and the editor.. I found myself going back and editing some of the lights in notepad to get what I wanted.

On top of that the lights do not work well with edges. for example in the image of the map above anything that sticks out past something will be dark... with almost no light at all. The light could be the brightest you could get it and it will be black and this is an issue even in Doom 3... The lighting in the game is good, but it as some overall enviorment lighting issues where the light does not cast into areas it should. So to fix that mappers just keep adding more lights and I think that causes more issues. I mean In HL we could put maybe 3 lights in a room and it would be alive... in Doom 3 the avg amount of lights per room was something like 6 or more... I don't think it should have to be that way.

Posted

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.

Posted

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).

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