Author Topic: No words, just...  (Read 67577 times)

DASPRiD

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« on: October 01, 2006, 09:56:02 pm »
... a picture, used Phong Shadding, DotProduct2 and Alpha Fade Blending:



PS: Just the screenshot is so dark, the endresult is brighter...

-edit-
Just a second picture, to visualasize the size:

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DarkRogue

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« Reply #1 on: October 02, 2006, 05:59:51 am »
yeah used a bit of phong shading in my gloom_b2 map, really smoothes out the blockiness of the walls don't it?
n game name: Xiane

DASPRiD

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« Reply #2 on: October 02, 2006, 06:57:51 am »
Not only the walls :)
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DarkRogue

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« Reply #3 on: October 02, 2006, 04:46:39 pm »
oh? the floor is also phong shaded brushes? or is it a patch mesh (which rounds itself off withour phong usage)?
n game name: Xiane

Ksempac

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« Reply #4 on: October 02, 2006, 05:18:34 pm »
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
url=http://tremulous.net][/url]

DASPRiD

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« Reply #5 on: October 02, 2006, 06:14:59 pm »
Quote from: "DarkRogue"
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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Lava Croft

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« Reply #6 on: October 04, 2006, 12:55:54 pm »
I still see a blocky hallway, actually.

DASPRiD

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« Reply #7 on: October 04, 2006, 02:28:51 pm »
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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Lava Croft

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« Reply #8 on: October 04, 2006, 03:01:17 pm »
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?

DASPRiD

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« Reply #9 on: October 04, 2006, 06:37:56 pm »
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DASPRiD

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« Reply #10 on: October 10, 2006, 10:06:45 pm »
And just another screenshot, have phun :)

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Smokey

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« Reply #11 on: October 10, 2006, 10:26:19 pm »
i like the idea of an outdoors map, good work.

Paradox

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« Reply #12 on: October 10, 2006, 11:02:23 pm »
Beautiful. Could this be the grassroots of the first all outdoor map?

∧OMG ENTROPY∧

holyknight

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« Reply #13 on: October 10, 2006, 11:35:57 pm »
:eek:  wow, very nice! Looks so real!

DASPRiD

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« Reply #14 on: October 11, 2006, 07:08:15 am »
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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vcxzet

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« Reply #15 on: October 11, 2006, 08:15:07 am »
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)

Stof

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« Reply #16 on: October 11, 2006, 10:49:20 am »
That last screen reminds me somawhat of some UT2kX maps :)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

vcxzet

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« Reply #17 on: October 11, 2006, 11:37:31 am »

Ksempac

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« Reply #18 on: October 11, 2006, 11:45:17 am »
I sure hope the map looks more like DASPRID's screenshot than vcxzet's screenshot.

I really like DASPRID's brightness.
url=http://tremulous.net][/url]

DASPRiD

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« Reply #19 on: October 11, 2006, 12:00:39 pm »
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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vcxzet

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« Reply #20 on: October 11, 2006, 12:10:12 pm »
Quote from: "DASPRiD"
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

DASPRiD

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« Reply #21 on: October 11, 2006, 12:33:45 pm »
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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ShAdoW

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« Reply #22 on: October 11, 2006, 03:45:17 pm »
:repeater:
Quote from: "DASPRiD"
And just another screenshot, have phun :)


wow,dude,that's awesome :eek: (more,heheh)

Taiyo.uk

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« Reply #23 on: October 11, 2006, 04:17:32 pm »
Quote from: "DASPRiD"
And just another screenshot, have phun :)


/me has wet his pants


...and I prefer dasprid's gamma in those shots, is vcxzet's monitor broken?

DarkRogue

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« Reply #24 on: October 11, 2006, 06:55:41 pm »
nah, some people just can't grasp the concept of non full bright maps that belong more to deathmatch than games like trem
n game name: Xiane

DASPRiD

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« Reply #25 on: October 11, 2006, 07:57:50 pm »
Quote from: "DarkRogue"
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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vcxzet

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« Reply #26 on: October 11, 2006, 08:40:19 pm »
I CANT SEE ANYTHING FROM YOUR SCREENSHOTS
DOT

DarkRogue

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« Reply #27 on: October 11, 2006, 10:14:10 pm »
that's your vid card/monitor issue then.
n game name: Xiane

vcxzet

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« Reply #28 on: October 11, 2006, 10:45:14 pm »
Quote from: "DarkRogue"
that's your vid card/monitor issue then.

nope

Survivor

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« Reply #29 on: October 11, 2006, 11:03:23 pm »
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.
I’m busy. I’ll ignore you later.