Author Topic: Random Dev. Shots  (Read 1431133 times)

mooseberry

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Re: Random Dev. Shots
« Reply #780 on: September 07, 2008, 02:50:12 am »
Simply Beautiful!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

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Plague Bringer

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Re: Random Dev. Shots
« Reply #781 on: September 07, 2008, 03:00:17 am »
I notice that, as we get closer and closer to one-point-two, community mappers are really giving it their all and producing some amazing maps. Keep it up, Odin, Supertanker, Brain, and Face. To the devs, wait a bit when 1.2 is finished to release so that we can have another handful of eyegasm maps.
U R A Q T

Odin

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Re: Random Dev. Shots
« Reply #782 on: September 07, 2008, 03:28:28 am »
Who says they wont work on 1.2?

cactusfrog

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Re: Random Dev. Shots
« Reply #783 on: September 07, 2008, 05:26:52 am »
 :'( :'( :'( :'( :'( why are you such a better mapper than me. 

Taiyo.uk

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Re: Random Dev. Shots
« Reply #784 on: September 07, 2008, 05:57:04 am »
Because he's invested sufficient time and effort in developing his mapping skills. You can too.

Seffylight

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Re: Random Dev. Shots
« Reply #785 on: September 07, 2008, 06:31:38 am »
Supertanker and Odin working TOGETHER?! :o! (looks pretty, btw)
Stop it. Seriously.

Kaleo

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Re: Random Dev. Shots
« Reply #786 on: September 07, 2008, 07:23:24 am »
Oooh... Super + Odin.

SuperOdin.
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Taiyo.uk

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Re: Random Dev. Shots
« Reply #787 on: September 07, 2008, 07:25:34 am »
Nein! It's t3h OdinTanker!

Kaleo

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Re: Random Dev. Shots
« Reply #788 on: September 07, 2008, 07:40:00 am »
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Odin

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Re: Random Dev. Shots
« Reply #789 on: September 07, 2008, 07:50:19 am »
We did some new lighting(we got rid of those ugly strip lights). By the way, the green and red lights around doors tell you which ones open and which ones don't(green opens, red is locked).

New lights around doors:




Supertanker's masterpiece reactor core:


Flare test:


More shots of the reactor core base:



cactusfrog

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Re: Random Dev. Shots
« Reply #790 on: September 07, 2008, 07:55:19 am »
cool! love the lighting. 

mooseberry

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Re: Random Dev. Shots
« Reply #791 on: September 07, 2008, 07:58:14 am »
Very nice!
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Odin

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Re: Random Dev. Shots
« Reply #792 on: September 07, 2008, 07:58:41 am »
That's just with a test compile. A final with -bounce 8 will brighten it a tad, and I have phong shading disabled in test compiles so things look a bit rough right now. We're working on the darkness around the reactor base, but keep in mind Tremulous is supposed to be a dark game, but most players play with an increased gamma so we have to keep that into consideration(I myself play with r_gamma 1.6 just so I can begin to see in some levels). Everything is perfectly visible at a gamma of about 1.2.

Lava Croft

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Re: Random Dev. Shots
« Reply #793 on: September 07, 2008, 12:20:04 pm »
@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?
If not, give it a try and see what the effect is!

Syntac

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Re: Random Dev. Shots
« Reply #794 on: September 07, 2008, 01:36:19 pm »
Good work, SuperOdin/OdinTanker!

Off-topic: This thread plays hell with my connection.

Bissig

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Re: Random Dev. Shots
« Reply #795 on: September 07, 2008, 04:03:52 pm »
Very nice style. It looks rather unique compared to all the other me-too-spacestation maps. Just don't make it eating too many resources please.

Supertanker

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Re: Random Dev. Shots
« Reply #796 on: September 07, 2008, 06:16:41 pm »
@Bissig
We have balanced computers for testing. Odin has his super ZOMFG fast rig for beautiful screenshots and compiling, and I have my midrange average rig with an nVidia 6150E for testing.

At 1024x768, maxed settings, I currently (without optimization at all in the map) get about 50-60 FPS with it capped at 60. Except for that damn reactor room, then it drops a little too low.
It'll improve dramatically when we overhaul the particle systems.

@Syntac: Hah, I have slow, unstable dialup. I know the feeling.

your face

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Re: Random Dev. Shots
« Reply #797 on: September 07, 2008, 08:39:16 pm »
looks nice  o:

but some of those last shots seemed like they had too much bloom. :)
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Lava Croft

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Re: Random Dev. Shots
« Reply #798 on: September 07, 2008, 09:54:06 pm »
but some of those last shots seemed like they had too much bloom. :)
Thanks to a certain poster on a certain wall in a certain section of Transit, the usage of lens flares is questionable.

Odin

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Re: Random Dev. Shots
« Reply #799 on: September 08, 2008, 01:06:15 am »
@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?
If not, give it a try and see what the effect is!
It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.

mooseberry

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Re: Random Dev. Shots
« Reply #800 on: September 08, 2008, 01:22:48 am »
How big is your map going to end up?
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Lava Croft

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Increased maximum lightmap size?
« Reply #801 on: September 08, 2008, 03:02:21 pm »
@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?
If not, give it a try and see what the effect is!
It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<

@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*
« Last Edit: September 08, 2008, 03:03:53 pm by Lava Croft »

Seffylight

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Re: Random Dev. Shots
« Reply #802 on: September 08, 2008, 08:31:01 pm »
Supertanker should just make a reactor core for every map. Regardless if it needs one or not. Just saying.

OdinTanker

This thread is going places.
Stop it. Seriously.

Supertanker

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Re: Random Dev. Shots
« Reply #803 on: September 08, 2008, 08:38:22 pm »
Oh, trust me. I will.
You'll never find a map without a reactor core of some kind in it!

By the way, update:

« Last Edit: September 08, 2008, 10:07:47 pm by supertanker »

Bissig

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Re: Random Dev. Shots
« Reply #804 on: September 08, 2008, 10:41:55 pm »
@Odin: Are you using the normal maps provided with that texture set to make use of q3map2's 'bump-mapping' feature?
If not, give it a try and see what the effect is!
It would probably be unnoticeable due to how low-res lightmaps are. To get anything noticeable you need to put _lightmapscale 0.1 on everything.
And given Quake3's crappy 4MB(?) limit for lightmaps, that's impossible. Too bad :<

@all coders: I think you can safely quadruple the maximum size of the lightmap without breaking backwards compatibility. Maps using the bigger lightmap naturally would not run on a 'unmodified' ioQuake3. *WINK* *WINK*

Would quadrupling the limit be easy or would it mean to completely remake the handling of lightmaps?

Syntac

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Re: Random Dev. Shots
« Reply #805 on: September 08, 2008, 10:46:20 pm »
@supertanker:

[eloquent]
My eyes, my eyes! Such beauty has never before touched them in so intimate a manner!
[/eloquent]Brings up all sorts of odd imagery, doesn't it?

Damn, that's a good screenshot...

[EDIT] Suggestion: Maybe make the core deadly?
« Last Edit: September 08, 2008, 10:48:45 pm by Syntac »

Kaleo

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Re: Random Dev. Shots
« Reply #806 on: September 08, 2008, 11:07:55 pm »
Damn, that's one hell of a reactor core.

OdinTanker you smexpots.
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Syntac

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Re: Random Dev. Shots
« Reply #807 on: September 08, 2008, 11:53:04 pm »
Prepare to be sig-ed.

your face

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Re: Random Dev. Shots
« Reply #808 on: September 09, 2008, 01:39:11 am »
 :o  So much <3.

Actually like it more without bloom hax :)
« Last Edit: September 09, 2008, 01:41:13 am by your face »
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Supertanker

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Re: Random Dev. Shots
« Reply #809 on: September 09, 2008, 01:46:09 am »
Yes, I don't use bloom (and I rarely even use FSAA) with my screenshots, because my 6150E chokes to death. The reactor core is slow enough without all the settings.

Now, when I get my new 600 watt PSU installed, and slap in the new 8800GTS....

I'M COMING OUT OF THE BOOOOOOOOOOOOOOOOOTTTTTTH!

Actually, I still won't use Bloom that much, because I prefer getting the effect without extra render passes.

We haven't even added pipes yet to the reactor core...