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Started by gareth, February 16, 2007, 09:49:18 PM

mooseberry

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Plague Bringer

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

Who says they wont work on 1.2?

cactusfrog

 :'( :'( :'( :'( :'( why are you such a better mapper than me. 

Taiyo.uk

Because he's invested sufficient time and effort in developing his mapping skills. You can too.

Seffylight

Supertanker and Odin working TOGETHER?! :o! (looks pretty, btw)
Stop it. Seriously.

Kaleo

Oooh... Super + Odin.

SuperOdin.
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...

Taiyo.uk

Nein! It's t3h OdinTanker!

Kaleo

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

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

cool! love the lighting. 

mooseberry

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Odin

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

@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

Good work, SuperOdin/OdinTanker!

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

Bissig

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

@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

looks nice  o:

but some of those last shots seemed like they had too much bloom. :)
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Lava Croft

Quote from: your face on September 07, 2008, 08:39:16 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

Quote from: Lava Croft 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!
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

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

#801
Quote from: Odin on September 08, 2008, 01:06:15 AM
Quote from: Lava Croft 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!
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*

Seffylight

Supertanker should just make a reactor core for every map. Regardless if it needs one or not. Just saying.

Quote from: Kaleo on September 07, 2008, 07:40:00 AM
OdinTanker

This thread is going places.
Stop it. Seriously.

Supertanker

#803
Oh, trust me. I will.
You'll never find a map without a reactor core of some kind in it!

By the way, update:


Bissig

Quote from: Lava Croft on September 08, 2008, 03:02:21 PM
Quote from: Odin on September 08, 2008, 01:06:15 AM
Quote from: Lava Croft 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!
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

#805
@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?

Kaleo

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


your face

#808
 :o  So much <3.

Actually like it more without bloom hax :)
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Supertanker

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...