Tremulous Forum
Media => Mapping Center => Topic started by: DASPRiD on October 01, 2006, 09:56:02 pm
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... a picture, used Phong Shadding, DotProduct2 and Alpha Fade Blending:
(http://www.dasprids.de/other/shot0017_640.jpg) (http://www.dasprids.de/other/shot0017.jpg)
PS: Just the screenshot is so dark, the endresult is brighter...
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Just a second picture, to visualasize the size:
(http://www.dasprids.de/other/shot0018_640.jpg) (http://www.dasprids.de/other/shot0018.jpg)
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yeah used a bit of phong shading in my gloom_b2 map, really smoothes out the blockiness of the walls don't it?
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Not only the walls :)
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oh? the floor is also phong shaded brushes? or is it a patch mesh (which rounds itself off withour phong usage)?
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Very nice. But i wonder how bright is the end result because i do like the brightness of the screenshots. Neither too dark nor too bright
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oh? the floor is also phong shaded brushes? or is it a patch mesh (which rounds itself off withour phong usage)?
Nono, the floor is also phong shadded, with DotProduct2 and Alpha Fade Blending as is said :)
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I still see a blocky hallway, actually.
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Indeed, phong shadding actually only makes the shadows as they were on a curve, but the profile of a brush still IS a brush.
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So, if I get this right, it is a feature that you can only spot when looking closely, much like the obsolete normal mapping. I would like to see sshots that show the differences between phong-shaded and non-phong-shaded.
Would you be so kind?
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Everything is still there, look at Simland:
http://simland.planetquake.gamespy.com/pages/articles/phongshading1.htm
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And just another screenshot, have phun :)
(http://www.dasprids.de/other/shot0020_640.jpg) (http://www.dasprids.de/other/shot0020.jpg)
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i like the idea of an outdoors map, good work.
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Beautiful. Could this be the grassroots of the first all outdoor map?
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:eek: wow, very nice! Looks so real!
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Thx for your comments so far, I see you like it.
You will get a lot of nice stuff in the map, just wait for more screenshots ;).
The biggest problem i have at the moment ist, how I will handle with jetpackers, flying at top of the canyon. Don't have a solution for them now, but I'll stick on it :)
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stop posting gamma 1.0 sshots
yesterday, when tremulous crashed and left me with a gamma of 1.7
they looked good but today they are dark again
so what about setting gamma before posting it (Gimp-Layer-Colors-Levels-middle slider)
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That last screen reminds me somawhat of some UT2kX maps :)
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(http://img179.imageshack.us/img179/3494/fixedgammavt7.jpg)
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I sure hope the map looks more like DASPRID's screenshot than vcxzet's screenshot.
I really like DASPRID's brightness.
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Gamma 1.0 is the only real good look.
By the way, I always compile the map with -gamma 2 and -compensate 4
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Gamma 1.0 is the only real good look.
By the way, I always compile the map with -gamma 2 and -compensate 4
I am not talking about your maps compilation parameters
just the gamma of your screenshots
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I never play with gamma over 1.0, so why should I make screenshots with those ugly settings?
If you want to know, how ugly you can make the map with your settings, open the screenshots in an image viewer and set up the gamma.
Edit
By the way, the map has a name now: Ancient Remains
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:repeater:
And just another screenshot, have phun :)
(http://www.dasprids.de/other/shot0020_640.jpg) (http://www.dasprids.de/other/shot0020.jpg)
wow,dude,that's awesome :eek: (more,heheh)
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And just another screenshot, have phun :)
(http://www.dasprids.de/other/shot0020_640.jpg) (http://www.dasprids.de/other/shot0020.jpg)
/me has wet his pants
...and I prefer dasprid's gamma in those shots, is vcxzet's monitor broken?
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nah, some people just can't grasp the concept of non full bright maps that belong more to deathmatch than games like trem
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nah, some people just can't grasp the concept of non full bright maps that belong more to deathmatch than games like trem
Well you will get a special version of the map: all textures exchanged with a pure white texture.
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I CANT SEE ANYTHING FROM YOUR SCREENSHOTS
DOT
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that's your vid card/monitor issue then.
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that's your vid card/monitor issue then.
nope
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Mappers make maps based on gamma 1.0, live with it. Same way q3mappers don't make maps for picmic 5 but for picmic 1.
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yeah if you're gonna use stupid gamma levels then just use r_lightmap 1, the whiteness will take you to gamma heaven.
If its too dark to see with gamma 1.0 then it is a card/monitor issue otherwise everyone who has 1.0 wouldn't be able to see.
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yeah if you're gonna use stupid gamma levels then just use r_lightmap 1, the whiteness will take you to gamma heaven.
If its too dark to see with gamma 1.0 then it is a card/monitor issue otherwise everyone who has 1.0 wouldn't be able to see.
proper in game gamma is 1.3-1.7
1.0 is too dark(edit: for dasprids map and some other maps) and most ppl dont use it
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You do not suck forque, I use r_gamma 1.4 or 1.5, depending on the time of day.
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I mostly play with r_gamma 1.4, but will switch it down to achieve a more "Tremulous" feel on occasion. :P
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And here you get a nice re-compile from right just now:
(http://www.dasprids.de/other/shot0027_640.jpg) (http://www.dasprids.de/other/shot0027.jpg)
(http://www.dasprids.de/other/shot0028_640.jpg) (http://www.dasprids.de/other/shot0028.jpg)
(http://www.dasprids.de/other/shot0029_640.jpg) (http://www.dasprids.de/other/shot0029.jpg)
(http://www.dasprids.de/other/shot0030_640.jpg) (http://www.dasprids.de/other/shot0030.jpg)
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that looks damn good...
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Mappers make maps based on gamma 1.0, live with it. Same way q3mappers don't make maps for picmic 5 but for picmic 1.
Bullshit. I make maps to look good with my personal r_gamma setting, since everybody will screw up the intented gamma anways.
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how can it be so dark with those bright clouds
it makes me want to suicide
it is like sun does not let you use its light and heat
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Grass, hmm..... dretches will be hard to spot in dense grass. Grass = good, but don't make it too dense.
I have my gamma at ~1.6, this screen is dark without any correction.
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Hm, maybe you are right, I just opened my windows and let the sun in, and now the screenshots realy appear dark. Wait 30 minutes, I will do a correction of the sunlight (not the one in the reality ;))
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Vegetation doesent take up to much frames? On what graphics card would that be? :eek:
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I have a Geforce 6600 GT on an AMD Athlon 3200+, 1 GB RAM. Normaly I play tremulous on 1600x1200 with full details with 90 - 130 fps. On the screenshots taken, i have an average of 110 fps.
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that looks . . . .. . . .
AMAZING[/size]
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Ups messed it, I just edited my last post, instead of creating new one, the 4 screenshots above arent the old one, but I've exchanged them with 4 new, take a look.
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Looks great. I wish I could map like that myself.
I also bet that grass will kill the performance for some users :)
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To the performance, you forget something: Like in those overview screenshots, you will (most of the time) not see so many grass at once. So you performance won't get killed easily, if you don't just have a Pentium 133 ;)
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thanks now I can see the geometry
awesome
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Looks great, but I'm really with the grass crowd. A lot of players play Tremulous because of the low system requirements; and wouldn't it be near impossible to find dretches in during the early game (i.e. without a helmet)?
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Looks great, but I'm really with the grass crowd. A lot of players play Tremulous because of the low system requirements; and wouldn't it be near impossible to find dretches in during the early game (i.e. without a helmet)?
So long as the grass is not too dense, no.
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wow... :eek:
looks so... real!
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I...Want...On...SST...NOW!!!
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Looks great, but I'm really with the grass crowd. A lot of players play Tremulous because of the low system requirements; and wouldn't it be near impossible to find dretches in during the early game (i.e. without a helmet)?
So long as the grass is not too dense, no.
It looks dense enough to me in these shots.
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OH! AH! UUUH! EEEH!!
Beautiful :D
Edit: will the grass move???
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The grass should be a little advandtage for aliens, because the canyons themself are a disadvanced for bigger aliens.
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Please take care that all the grass does not screw up people's framerate. For the rest I can just say:
Finally someone that does not recycle maps, or makes plain fucking ugly maps. Thumbs Up!
Maybe I can forget that crappy recycled humanablabla map of yours.
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And here you get a nice re-compile from right just now:
WOW!
/me has wet his pants again.
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Mhh, I'm considering. Those canyions are equivalent to long corridors. Should I make the map foggy (Foghull), so you cannot see the other end of a long canyionway? Or do you prefer a nice sunny day? Post your suggestions.
For Gameplay-reason, a fog would help a lot (the aliens), but it would not look so great anymore I think. Hard decision.
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Fog is bad.
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Make it 9 in the morning, with some butterfly thingy things flying around all the time.
And maybe some shiny particle stuff ascending slowly from these magic grass ;D.
Try giving the atmosphere light a yellowish tone, just a bit.
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OMG DASPRID ! If this map doesnt kill my computer, i think i will love you :D
I wouldn t put fog if i were you. The fog in Trem is just ugly...it doesnt feel like fog at all but more like your screen has been painted in white. It will just hide how beautiful is your map.
If there are some balance issues, it will be better to change the layout. Anyways, maps are meant to have a change of layout after the first beta during which players will give you some feedbacks about the games they played.
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looking nice. try it with foghull.
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omg, eyegasm! :eek:
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Hehe, just wait for the beta, not only your eyes will get something good to see. I've also added over 10 custom soundsr to pamper your ears.
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Any ETA on the beta?
And will it include the ship? :)
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Nope dark, I won't include any spaceship in this map ;).
ETA... well, it is realy hard and long work to do all the brushwork. If I find enough time, maybe 2 or 2 weeks, but I can't promise anything.
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Heh. Basilisco is looking for an enchanted forest map, it seems. ;)
Can hardly wait for the beta. It's nice to get some fresh stuff instead of the bland grays.
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OH! AH! UUUH! EEEH!!
Beautiful :D
Edit: will the grass move???
Hm, moving grass... Could be done, if it doesn't kill fps. But It would move in different directions, because the grass chombs are randomly rotated.
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Real grass does move in random directions.
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Uhm... damn you are right. Ok, I will test some vertext transforming per shader.
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Maybe I can forget that crappy recycled humanablabla map of yours.
OI! I like hamunaptra! :evil:
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Maybe I can forget that crappy recycled humanablabla map of yours.
OI! I like hamunaptra! :evil:
It's NOT a trem map. It looks nice, but eh.
Yeah, great map.
I love the alien base with the baracade blocking the path.
My only suggestion would be to apply vaugely the same effect to the walls of the inside bit.
That kind of wall is never smooth & square, but bending out from soil weight. >_>;
Sorry if that give you more work.
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Mwa: The indoors are only templates so far. Will be filled later.
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This map looks awsome! Can you furnish me with a dowload? Please?
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SST will be adding maps to the rotation as soon as i can fix a few things serverside. This is high on the list to be added.
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Wow that map is AWESOME!
That alien base pic looks like it has bloom,but i like the lighting,no wait i love the lighting!
Question will it work/run fine for my Intel P4 2.6 GHz,192 mb RAm,SiS 651 64 mb video card,17.2 gig HD pc?
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Hm, should run on it. I reduced grass count for all low machines out there. Also the grass won't move in the wind, gets my pc frm 120 to 30 fps down.
A short info for all waiting guys: I will do a gameplay test with some selected guys today. If everything works well, there could be soon a release. (selected guys not selected yet ;))
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Is it just me or does this map remind anyone else of Halo/Halo 2 (kinda)? Damn it looks "good" (see: fucking brilliant).
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Maybe it reminds on Halo, because it also has lots of grass, canyons and so on? ;)... Well played Halo only once at beginning, didn't remember it will I was creating this map.
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Wow, this map is awsome, i just DLed it in an hour lol, good job
:)
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Uhm, where did you get the DL Link? It is NOT public.
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It was on your server.
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Argh, I should really turn off auto-dl while private testing :roll:
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Lol, well, you can include me in the next private test if needed for your map =P
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I got it too from the auto dl hahaha
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Lol, well, you can include me in the next private test if needed for your map =P
You wasn't in the #tremulous channel :)
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Want map...
Must not drool...
Best outdoors ever!
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Want map...
Must not drool...
Best outdoors ever!
you need to hear the ambient sounds :)
coolness
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Alright, I set up a project page for this one too. Screenshots of version 0.5 will be released, after Megabyte has (he got the exclusive rights ;)).
http://dev.dasprids.de/maps/ancient_remains/
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I sincerely hope it will live up to the hype.
On a side note, when this projects done maybe getting around to fixing Harumaptura?
The map heavily favors humans and the scale seem blown out of proportion. Why are the ceilings that high, anyway?
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this map will be oober
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I sincerely hope it will live up to the hype.
On a side note, when this projects done maybe getting around to fixing Harumaptura?
The map heavily favors humans and the scale seem blown out of proportion. Why are the ceilings that high, anyway?
About Ancien Remains : I was invited to the private test, and yes, it is as good as it looks like in this topic. There are some balance and FPS issues, but that was only the first beta, and DASPRID is fixing it for the next one. Anyway even the first beta is really nice.
About Harumaptura : Thats because the map wasn t made for Tremulous but another game. In the end DASPRID didn t released it, so he tried to compile it for Tremulous to see whether he could use it in Trem. It appeared that this was far from being perfect, but at least people liked it. Thats why he said he will tweak it for Tremulous (see the topic about it for the details).
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I have a feeling that, even if the FPS and balance issues aren't fixed, people will still play the map for its awesomeness.
PS: make sure to add some sort of cliff things. Like in Blood Gulch for Halo 1 (if you ever played it).
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I'll play it even if it is really imbalanced :D Just for the fun of it
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Hehehehe. I bet you are having loads of fun with this ;) . Im currently in the middle of making a map for another game, using the exact same textures and a canyonish style :P I know how long it takes :S Starting to get bored yet? ;)
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I never get bored of mapping ;)
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I never get bored of mapping ;)
!!! :eek:
DASPRID, I will remember you this quote until you release A.R., Hamarunarapusnarustra (or whatever is it called :P) and Delta Labs :wink:
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Hamunaptra is released!
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Looks damn awsome.
Prepare for bombing of questions!
When do ya plan to release this? How much do ya think it's done? (20%? 40%?) And are you going to make some kind of building or wooden hut in there? Maybe a tree house! :D Is the tree going to have more than 1 layer of leafs?
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Omg so many questions? ;P
Well for the first two questions, join #DASPRiD's on Quakenet and ask there. Buildings inside on the terrain are not planned, also there isn't any space for buildings. And the trees have more than 1 leaf layer.
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By the way, I know that the latest beta has leaked. Please remember, that it doesn't have the state, which the final version will have, and that many things will still change.
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Can someone give me the leaked beta?
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This map looks great. I cant wait till its finished, finally something new.
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Alright, version 0.7 was tested successfully. Only small changes are remaining. So the plan goes ahead. I will do a (hopefully) final RC 1 test next Saturday. If this is going to be a success, you can expect the final release something around Sunday, 0:00 UTC.
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I honestly had no idea that you are making new map. A month I was blinded, caused by internetless sight... It was great to join testing group after I got my net back... :wink:
I really loved outdoor view. Really different than in any other map I have seen. Plants were fading... Trees.. :) Got almost killed by tube coz they are so hidden outside. And that lava spot :D Warm bath :D:D But imho buildings should also be damaged in the lava.
It is good that there isn't the one and the only good spot for base. Or maybe just didn't find them... Abyss spot with more basis for buildings would be almost invisible. But with aliens didn't try to build base there.. yet 8)
Well, more comments later :)
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The building-in-lava bug is a problem with the engine, not the map.
If you really want, put nobuild brush on top of lava.
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why not water with hurt brush?
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But then you don't get the always funny "Unnamed Player did a backflip into the lava" message.
Besides, it doesn't always do the same damage.
Also, thermal has a 1 damage hurt brush inside, as well as a little above the lava.
Keep the jettards at bay.
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Well-placed no build would work too
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when is the beta or whatever it is coming out????
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When is Public version coming?
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So is the map still alive?
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Sure sure, it's still there. The problem is, that my spare-time is very rare at the moment. So it can longer than promised. Sorry to you all.
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But can you give me a copy of that map that some people got accidently.
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Even if you don't believe it, there are news:
Version 0.8 got tested today and people were still eek'ing on the map. I found 3 more small bugs, but after fixing them, the map is finish for release. Let's see if I can get it up until next Weekend.
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yay! Can't wait to freaking get it!
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I tested it, and its fun, except the temple is freaking dark and i cant see, and you can build in trees. FUN!
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*stars to dance*
Well it was long wait but i hope it's worth it.
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The caverns were not to dark !
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It's out :)
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Now derelict definately needs a fucking update. Get on hanky's ass dasprid >:E. Guess I'll be playing on your server for a while. And it actually got smaller since 0.6
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It's out :)
*cough* Where?
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It's out :)
*cough* Where?
dasprids.de
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* Lava Croft pokes DASPRID about certain catacombs.
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I just played the map, there are a couple bad vis-areas, and there are not enough place markers to tell where you are at a glance.
The catacombs look like, well, endless catacombs, and the above-ground is fairly repetitive. (Cliffs, trees, 1 large open section)
Other than those issues, the map is awesome!!!!
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yeah, i tested the map too, it looks really lovely :D
but i found some vis issues too:
http://www.wroclaw.mm.pl/~kaziorvb/ar/1.jpg
It looks like a light from another area is comin inside here
http://www.wroclaw.mm.pl/~kaziorvb/ar/2.jpg
A brush connection issue - lava is visible thru 2 "almost joined" brushes
http://www.wroclaw.mm.pl/~kaziorvb/ar/3.jpg
That X above the flame of each torch is kinda weird :P
http://www.wroclaw.mm.pl/~kaziorvb/ar/4.jpg
Another brush connection issue
http://www.wroclaw.mm.pl/~kaziorvb/ar/5.jpg
Light from the lava pool is gettin out here
http://www.wroclaw.mm.pl/~kaziorvb/ar/6.jpg
Brushes not connected correctly - i can see 4 parts that it is made from.
And that flame could hurt player :P I guess many players will jump on it so why not to fry them a bit :D
But at all - real outdoor map. <3 :D
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Great looking map. A little too dark in relation to the other standard Trem maps though.
Also, I have some doubts on the gameplay of the map though. Lot's of similar looking corridors will make it a noob unfriendly map. By noob I mean someone which doesn't know the map. Unfortunately, I have yet to test it in multiplayer.
The outside zone is still not up to par with what you can see in UT2003 though ( too blocky ), but that is probably an engine limitation. Funny shader you've got that causes the herbs to disapear when close to the camera.
All in all, if the map theme wasn't so different than from most existing maps, I would probably say this is the best looking map avaible by far. But since it's the only map in a natural/low tech environment, it would be unfair for the others.
If you wanted to improve it, I think the best thig to do would be to increase the amount of detail inside. The bare corridors are rather crude. I don't ask you a level of detail that can compare with the most busy Nali temples in Unreal but it would be a welcome improvement ;)
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It is in rotation on sst.
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a question: is this the same file as the one you let us test on saturday?
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Can I make a suggestion and have the mushroom cave unable to be seen through.
The separation of the vis areas would probably be very healthy for my FPS.
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1) Needs more light. The fact that most have to bump their gamma to where they can plainly see the huge statue and everything else in that room is a clear indication that it needs more light.
2)Why do aliens start outside in the lit area and humans start in the pitch black catacombs? Be nice if the base starts were switched.
3) While I found the 'eye candy' of the catacombs nice it's as #1. You have to bump your gama rediculously to even see it.
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1) Needs more light. The fact that most have to bump their gamma to where they can plainly see the huge statue and everything else in that room is a clear indication that it needs more light.
+1
2)Why do aliens start outside in the lit area and humans start in the pitch black catacombs? Be nice if the base starts were switched.
+1
I think that it'd give the map a better feel if the humans had to trek into the ancient, infested tunnels to flush the aliens out
3) While I found the 'eye candy' of the catacombs nice it's as #1. You have to bump your gama rediculously to even see it.
+1
I really do think that some areas of the dungeons are way too dark for trem.
I noticed that if I fall into the lava stream as a granger and land on the bottom then I don't die. Also I don't sustain any damage if I stand on the stone under the first lava fountain.
Finally, I can't help thinking that the lava fountains look a little unrealistic - these appear to be made of many small opaque particles: http://www.uhh.hawaii.edu/~csav/gallery/decker/hawaii_lava_arch.php
http://www.cr.nps.gov/history/online_books/hawaii-notes/vol4-2-7g.htm
Other than that, it's a fantastic map, great work!
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1) Needs more light. The fact that most have to bump their gamma to where they can plainly see the huge statue and everything else in that room is a clear indication that it needs more light.
There is a big statue in the map???
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There is a big statue in the map???
It's hidden in the pitchblackness of the catacombs 8)
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I have the gamma slider to the max and its still pitch black.
Maybe I should increase gamma via console...
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tried it... the map is mostly tunnels... and I don't like tunnels...
put some open minded things! THINK OUTSIDE THE BOX!
FEAR THE BOXORZ!
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i like it
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The catacombs are too dark, as others have said. You have to bump your gamma just to be able to tell where you're going. Then when you get outside, it looks ugly because your gamma is so high.
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1) Needs more light. The fact that most have to bump their gamma to where they can plainly see the huge statue and everything else in that room is a clear indication that it needs more light.
There is a big statue in the map???
YEah below the mushroom passage there's a hole into a cavenr with a lava 'crack' amongst the pilalrs there's actually a huge statue similar to the smaller ones found on the walls through out the catacombs. The 'moths' you sometimes see appear out of the 'darkness' are in fact coming out of its 'mouth' and the two glowy spots are the eyes.
Of course even using gamma 1.7 you can't see any feature of the statue but thanks to the washed out walls you at least can see the vague shape of it :)
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can any1 help me,ancient remains dont work i download it and put it in base folder renamed it and it still dont work ]
plz help me
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can any1 help me,ancient remains dont work i download it and put it in base folder renamed it and it still dont work ]
plz help me
Open the console by pressing the key next to 1, then use /map or /devmap to load the map. The tremulous console uses tab completion so typing "/map anc" then pressing tab will autocomplete the correct map name (to "ancient-remains10" or something). The name of the .pk3 file does not influence the name of the map.