do you ppl realize that we have enough hallways, rooms etc in this topic to bulid a solid map :D u should start considering grouping up and put all these things together.
ps. am currently working on a hive room that kinda looks like the one where the room is celinder with a res point in the middle ( forgot what the name of the map is ) anyway ill be posting some pictuers as soon as I have done more work on it.
<!--quoteo(post=1740390:date=Nov 26 2009, 12:56 AM:name=obsid)--><div class='quotetop'>QUOTE(obsid @ Nov 26 2009, 12:56 AM) <a href="index.php?act=findpost&pid=1740390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How did you get that last screenshot? I dont know how to put a alien bite screen in front.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1740391:date=Nov 26 2009, 02:57 AM:name=doeseph)--><div class='quotetop'>QUOTE(doeseph @ Nov 26 2009, 02:57 AM) <a href="index.php?act=findpost&pid=1740391"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Photoshop is your friend!<!--QuoteEnd--></div><!--QuoteEEnd-->
Realy??? I mean thats some of the best photoshopping I have seen then. I know we had the previous screenshot with the bitecam, but still, there are no harsh edges, and it is perfectly aligned to the viewport. Thats tough to do even in photoshop.
<!--quoteo(post=1740392:date=Nov 26 2009, 08:02 AM:name=obsid)--><div class='quotetop'>QUOTE(obsid @ Nov 26 2009, 08:02 AM) <a href="index.php?act=findpost&pid=1740392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Realy??? I mean thats some of the best photoshopping I have seen then. I know we had the previous screenshot with the bitecam, but still, there are no harsh edges, and it is perfectly aligned to the viewport. Thats tough to do even in photoshop.<!--QuoteEnd--></div><!--QuoteEEnd-->
don't underestimate the godly power of photoshop. I seen some really amazing stuff ppl do with it.
<!--quoteo(post=1740392:date=Nov 26 2009, 09:02 AM:name=obsid)--><div class='quotetop'>QUOTE(obsid @ Nov 26 2009, 09:02 AM) <a href="index.php?act=findpost&pid=1740392"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Realy??? I mean thats some of the best photoshopping I have seen then. I know we had the previous screenshot with the bitecam, but still, there are no harsh edges, and it is perfectly aligned to the viewport. Thats tough to do even in photoshop.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually it wasn't that hard for him, if he created a new layer with the skulk view and used the magic tool he'd be able to remove all the from the original skulk picture without removing anything of the map design.
Urgh the prospect of an editor which seems to be some unholy junction of unreal, source, and 3ds max is making me very sad because I do not have it and even if I did, I would not have a game to make things for.
A lot, because I'm trying to simulate the bounces of precompiled lighting (so the ceilings aren't pitch black).
I have a spotlight with a wide outer angle per light source (which lights up the floor and walls) and a small point light to light up the model. Then I use more point lights with an intensity of 1 with a relatively big radius to cover up the darkness. I also have small spot lights on the smaller light sources like the small lights on some of the props.
To be fair you really should be doing that, because otherwise you will end up with doom 3 lighting.
You should obviously optimise it, but you are going to have to add more lights to get better lighting, this is true in any system.
Even with precompiled lighting you would add random floating low intensity lights to improve scatter, as it's much easier than trying to actually do it with just the sourced lights. Only difference is that with precompiled lighting it makes no difference to performance how many you use.
You could probably use some sort of 'ambient' light entity, which doesn't shadow and maybe only works very roughly, basically designed for low intensity blanket lighting.
<!--quoteo(post=1740433:date=Nov 26 2009, 11:35 AM:name=DrunkenMonkey)--><div class='quotetop'>QUOTE(DrunkenMonkey @ Nov 26 2009, 11:35 AM) <a href="index.php?act=findpost&pid=1740433"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice looking room there mendasp!<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks! Where have you been!?
<!--quoteo(post=1740437:date=Nov 26 2009, 12:03 PM:name=Mendasp)--><div class='quotetop'>QUOTE(Mendasp @ Nov 26 2009, 12:03 PM) <a href="index.php?act=findpost&pid=1740437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks! Where have you been!?
And more importantly do you have the editor? :)<!--QuoteEnd--></div><!--QuoteEEnd--> I've been busy with life and boring things like that. I downloaded the editor last night, haven't had time to play around with it that much yet. My first map, mostly to try out the prefabs. <img src="http://www.j-pop.se/temp/1sttest.jpg" border="0" class="linked-image" />
Comments
u should start considering grouping up and put all these things together.
ps. am currently working on a hive room that kinda looks like the one where the room is celinder with a res point in the middle ( forgot what the name of the map is ) anyway ill be posting some pictuers as soon as I have done more work on it.
<img src="http://i48.tinypic.com/11910m0.jpg" border="0" class="linked-image" />
<img src="http://i48.tinypic.com/2hxr3tj.jpg" border="0" class="linked-image" />
<img src="http://i50.tinypic.com/2h5kvoj.jpg" border="0" class="linked-image" />
<img src="http://i50.tinypic.com/11ag9zo.jpg" border="0" class="linked-image" />
<img src="http://i46.tinypic.com/169kb3b.jpg" border="0" class="linked-image" />
Photoshop is your friend!
Realy??? I mean thats some of the best photoshopping I have seen then. I know we had the previous screenshot with the bitecam, but still, there are no harsh edges, and it is perfectly aligned to the viewport. Thats tough to do even in photoshop.
don't underestimate the godly power of photoshop. I seen some really amazing stuff ppl do with it.
<img src="http://img109.imageshack.us/img109/1115/ref7.jpg" border="0" class="linked-image" />
Actually it wasn't that hard for him, if he created a new layer with the skulk view and used the magic tool he'd be able to remove all the from the original skulk picture without removing anything
of the map design.
I used no props (except of lights)
<img src="http://imgur.com/B29gq.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/xa8LQ.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/BVuqT.jpg" border="0" class="linked-image" />
<img src="http://imgur.com/7wtV7.jpg" border="0" class="linked-image" />
<a href="http://img341.imageshack.us/i/staryhme1.jpg/" target="_blank"><img src="http://img341.imageshack.us/img341/9117/staryhme1.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img101.imageshack.us/i/staryhme2.jpg/" target="_blank"><img src="http://img101.imageshack.us/img101/1917/staryhme2.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img339.imageshack.us/i/staryhme3.jpg/" target="_blank"><img src="http://img339.imageshack.us/img339/8753/staryhme3.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img341.imageshack.us/i/staryhme4.jpg/" target="_blank"><img src="http://img341.imageshack.us/img341/9732/staryhme4.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img28.imageshack.us/i/staryhme5.jpg/" target="_blank"><img src="http://img28.imageshack.us/img28/5183/staryhme5.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img341.imageshack.us/i/staryhme6.jpg/" target="_blank"><img src="http://img341.imageshack.us/img341/9817/staryhme6.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img195.imageshack.us/i/staryhme7.jpg/" target="_blank"><img src="http://img195.imageshack.us/img195/2613/staryhme7.th.jpg" border="0" class="linked-image" /></a>
So what do you guys think?
Urgh the prospect of an editor which seems to be some unholy junction of unreal, source, and 3ds max is making me very sad because I do not have it and even if I did, I would not have a game to make things for.
How many lights are in that scene and how many are you averaging per map?
I have a spotlight with a wide outer angle per light source (which lights up the floor and walls) and a small point light to light up the model. Then I use more point lights with an intensity of 1 with a relatively big radius to cover up the darkness. I also have small spot lights on the smaller light sources like the small lights on some of the props.
<a href="http://img204.imageshack.us/i/lightsw.jpg/" target="_blank"><img src="http://img204.imageshack.us/img204/4530/lightsw.th.jpg" border="0" class="linked-image" /></a>
I hope it helps :P
You should obviously optimise it, but you are going to have to add more lights to get better lighting, this is true in any system.
Even with precompiled lighting you would add random floating low intensity lights to improve scatter, as it's much easier than trying to actually do it with just the sourced lights. Only difference is that with precompiled lighting it makes no difference to performance how many you use.
You could probably use some sort of 'ambient' light entity, which doesn't shadow and maybe only works very roughly, basically designed for low intensity blanket lighting.
<img src="http://img21.imageshack.us/img21/8856/maintvent.jpg" border="0" class="linked-image" />
<a href="http://img42.imageshack.us/i/whoppa1.jpg/" target="_blank"><img src="http://img42.imageshack.us/img42/6475/whoppa1.th.jpg" border="0" class="linked-image" /></a>
<a href="http://img42.imageshack.us/i/whoppa2.jpg/" target="_blank"><img src="http://img42.imageshack.us/img42/1499/whoppa2.th.jpg" border="0" class="linked-image" /></a>
Great stuff what you Guys are building!
And more importantly do you have the editor? :)
still fiddling around with the new rectangle tool and everything, it needs getting used to.. and deservers getting used to ^^
<img src="http://i.imagehost.org/0907/keke8.jpg" border="0" class="linked-image" />
large - <a href="http://i.imagehost.org/0389/keke7.jpg" target="_blank">http://i.imagehost.org/0389/keke7.jpg</a>
<img src="http://i.imagehost.org/0427/keke10.jpg" border="0" class="linked-image" />
large - <a href="http://i.imagehost.org/0738/keke9.jpg" target="_blank">http://i.imagehost.org/0738/keke9.jpg</a>
I can't wait for more props / tex / models , it's all so...... niceeeeeee
I want to BDrop down that right now!
And more importantly do you have the editor? :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I've been busy with life and boring things like that.
I downloaded the editor last night, haven't had time to play around with it that much yet.
My first map, mostly to try out the prefabs.
<img src="http://www.j-pop.se/temp/1sttest.jpg" border="0" class="linked-image" />
DrunkenMonkey, try to soften the shadows using the pnumbra angle.