Author Topic: Random Dev. Shots  (Read 1431644 times)

nubcake

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Re: Random Dev. Shots
« Reply #1830 on: November 29, 2009, 06:21:58 am »
quick update on the train, trying to figure out which one looks best...

Probably the one that uses more than one texture. Ohwait...

(Hint. Use more than one texture.)

Finding textures for a brush made train is extremely difficult. I literally took me about an hour to find a dark cast iron texture.... If it were a model i could just find a single train texture and apply it.

Yes rep, I think i will use the red and yellow for a train station, hopefully there will be more textures available to use

mooseberry

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Re: Random Dev. Shots
« Reply #1831 on: November 29, 2009, 06:44:42 am »
quick update on the train, trying to figure out which one looks best...

Probably the one that uses more than one texture. Ohwait...

(Hint. Use more than one texture.)

Finding textures for a brush made train is extremely difficult. I literally took me about an hour to find a dark cast iron texture.... If it were a model i could just find a single train texture and apply it.

Yes rep, I think i will use the red and yellow for a train station, hopefully there will be more textures available to use

http://www.cgtextures.com/textures.php?t=browse&q=169

And I don't mean you need 50 different textures, but the cylindrical part of the train should have a different texture than the conductor's room behind it, and the base underneath it. It's also a good idea to have the detailing be different too.
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nubcake

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Re: Random Dev. Shots
« Reply #1832 on: November 29, 2009, 10:40:51 am »
quick update on the train, trying to figure out which one looks best...

Probably the one that uses more than one texture. Ohwait...

(Hint. Use more than one texture.)

Finding textures for a brush made train is extremely difficult. I literally took me about an hour to find a dark cast iron texture.... If it were a model i could just find a single train texture and apply it.

Yes rep, I think i will use the red and yellow for a train station, hopefully there will be more textures available to use

http://www.cgtextures.com/textures.php?t=browse&q=169

And I don't mean you need 50 different textures, but the cylindrical part of the train should have a different texture than the conductor's room behind it, and the base underneath it. It's also a good idea to have the detailing be different too.

I used that website and those textures, none of them suit it

your face

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Re: Random Dev. Shots
« Reply #1833 on: November 29, 2009, 05:23:34 pm »
I would suggest using a train model.
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Odin

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Re: Random Dev. Shots
« Reply #1834 on: November 29, 2009, 05:28:19 pm »
Specular highlight on the tube in transit using per pixel lighting with GLSL shader:




do continue...

danmal

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Re: Random Dev. Shots
« Reply #1835 on: November 30, 2009, 12:29:42 am »
I admit to also being intrigued.

Odin

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Re: Random Dev. Shots
« Reply #1836 on: November 30, 2009, 07:18:56 pm »
Does it still modify the alpha channel of the specular texture(nowadays called a specular map)?

gimhael

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Re: Random Dev. Shots
« Reply #1837 on: November 30, 2009, 09:42:58 pm »
Does it still modify the alpha channel of the specular texture(nowadays called a specular map)?

Yes, this is just a little translator that generates a GLSL shader from the Q3A shader source. The intention was to render the (up to) 8 passes of a Q3A shader in a single pass with GLSL for better performance. The only change is that the calculations for diffuse and specular lighting are in the fragment shader, though it's hardly visible for diffuse light. Also the translation is probably not able to handle every existing shader combination, but I have seen few problems in practice.

There are not many shaders using specular alpha, in fact that was the only shader in the default maps I could find, probably because the specular effect required a high tesselation factor with vertex lighting and so made the maps slow.

The next logical step would be to have per-fragment normals (=normal maps), but there are still some missing things to get there: I have to compute the tangent vectors for every surface, add a new shader syntax for the specification of the normal map and last but not least, I'd need a normal map texture to test, so don't expect all this in the next two weeks...

MitSugna

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Re: Random Dev. Shots
« Reply #1838 on: November 30, 2009, 09:47:20 pm »

nubcake

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Re: Random Dev. Shots
« Reply #1839 on: November 30, 2009, 10:12:51 pm »
@Grim yeah, what you said...

I made these in two days you can probably tell haha, but work in progress nonetheless




zybork

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Re: Random Dev. Shots
« Reply #1840 on: December 01, 2009, 06:17:02 pm »
A *very* early devel-shot ;-)



I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

mooseberry

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Re: Random Dev. Shots
« Reply #1841 on: December 02, 2009, 03:20:55 am »
Hmm... Seems interesting.  :) Are those three passageways there going to be sealable?
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zybork

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Re: Random Dev. Shots
« Reply #1842 on: December 02, 2009, 12:25:17 pm »
Actually, the lowercase h and a mark the initial starting point of humans or aliens (aliens in a crater, humans at the entry of the mine), they start without reactor or overmind, the capital H and A mark locations usable for bases, the possible base locations with exclamation marks mark locations that are suited best, where those passage ways are actually bridges over a river of lava that actually ARE sealed at the beginning, but will open after a few minutes after the map starts (and remain open), because “hydraulic system failing, pressure doars opening in x minutes”, one of the bridges is damaged/broken/unpassable (have to figure that out yet), the idea is that humans or aliens start with a friggin single spawn, separated from the other team, so that they have to build their base completely from scratch at the very beginning of the game, uninterfered from the other team, and then the game starts, adding some spice to the gameplay, and making base-building more important.

The big “blop” in the lower left is actually rock that could not be drilled through, which is why the paths have to circumvent it, the whole scenario is based on a mine on an alien planet that is built into very hard rock, making it uneasy to borrow through the material, thus the paths will be following the lodes of the desired mineral closely, making the paths in general pretty narrow and often not suited for tyrants or battlesuits, which is also a reason for the many intersections of the map: If you cannot walk in a line of two easily, you need a lot of parallel paths to compensate this.

I intend to make map that prefers “nonbattlesuits” and “nontyrants” but is fine for all other classes, making it easier for both teams to go out, the narrow and rather twinkled paths should discourage the use of flamers and lucis, but all this (and if it is useful) will be shown during gameplay tests, at this stage, I am still struggling to find enough time to actually map the whole thing ;)
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

Winnie the Pooh

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Re: Random Dev. Shots
« Reply #1843 on: December 02, 2009, 10:36:41 pm »
I intend to make map that prefers “nonbattlesuits” and “nontyrants” but is fine for all other classes, making it easier for both teams to go out, the narrow and rather twinkled paths should discourage the use of flamers and lucis, but all this (and if it is useful) will be shown during gameplay tests, at this stage, I am still struggling to find enough time to actually map the whole thing ;)

This is the part I like most. =)
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TRaK

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Re: Random Dev. Shots
« Reply #1844 on: December 08, 2009, 04:32:33 pm »
Various models/textures for xreal-based projects:




Just test scenes, lighting/geometry are not final.
« Last Edit: December 08, 2009, 04:37:17 pm by TRaK »

CreatureofHell

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Re: Random Dev. Shots
« Reply #1845 on: December 08, 2009, 04:52:29 pm »
It depresses me to see your work and know it's not for trem  :-\
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Repatition

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Re: Random Dev. Shots
« Reply #1846 on: December 08, 2009, 05:00:48 pm »
I second that.....

MitSugna

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Re: Random Dev. Shots
« Reply #1847 on: December 08, 2009, 05:29:33 pm »
It depresses me to see your work and know it's not for trem  :-
Fortunately! Trem on a medieval setup, would be ridiculous

Last one kinda fits. There are too many unpainted shiny metal parts.

your face

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Re: Random Dev. Shots
« Reply #1848 on: December 08, 2009, 06:45:28 pm »
Great work.  The watch tower is quite impressive.
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CreatureofHell

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Re: Random Dev. Shots
« Reply #1849 on: December 08, 2009, 07:22:40 pm »
It depresses me to see your work and know it's not for trem  :-\
Fortunately! Trem on a medieval setup, would be ridiculous

Last one kinda fits. There are too many unpainted shiny metal parts.

I more meant the fact that he is mapping but not for trem
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<Timbo> posting on the trem forums rarely results in anything good

A Spork

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Re: Random Dev. Shots
« Reply #1850 on: December 08, 2009, 08:42:24 pm »
* A Spork drools
wait, not for Trem? :'(
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nubcake

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Re: Random Dev. Shots
« Reply #1851 on: December 08, 2009, 10:31:50 pm »
Early shots from a haunted abandoned mental asylum



Plague Bringer

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Re: Random Dev. Shots
« Reply #1852 on: December 08, 2009, 11:29:06 pm »
Man, that reminds me of HL2. That's gonna be a good one; creepy lighting. Are you going to have atmospheric moans and screams and maniacle laughs? Have a room with clowns. kthxbai
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TRaK

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Re: Random Dev. Shots
« Reply #1853 on: December 09, 2009, 12:28:46 am »
Or creepy clown cutouts :P http://i231.photobucket.com/albums/ee138/2xG/shot0013.jpg

Nubcake, I'd suggest using some slightly yellow or blue ligting, right now it looks kinda monochromatic.
« Last Edit: December 09, 2009, 12:38:26 am by TRaK »

Demolution

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Re: Random Dev. Shots
« Reply #1854 on: December 09, 2009, 12:44:35 am »
Man, that reminds me of HL2.

First thought here as well. :P Keep on being awesome nubcake!

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nubcake

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Re: Random Dev. Shots
« Reply #1855 on: December 09, 2009, 01:20:43 am »
Man, that reminds me of HL2. That's gonna be a good one; creepy lighting. Are you going to have atmospheric moans and screams and maniacle laughs? Have a room with clowns. kthxbai

Well, its hard to show by screenshots, but in the 2nd screenshot (where the door is partially open) the lights in there flicker, and i will have someone screaming, also I have already chosen some background eerie sounds and screaming/crying etc :)

your face

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Re: Random Dev. Shots
« Reply #1856 on: December 09, 2009, 02:32:03 am »
Make the hanging lights out of brushes, or use patchshadows (not advised). 
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nubcake

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Re: Random Dev. Shots
« Reply #1857 on: December 09, 2009, 09:53:32 am »
Make the hanging lights out of brushes, or use patchshadows (not advised). 

What do you mean? What is your reasoning? The lights are patch meshed cones with simple patch mesh bottoms, although the bottoms need to be alot thinner :). If you were reffering to them being models, I never use models in my maps.

your face

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Re: Random Dev. Shots
« Reply #1858 on: December 09, 2009, 04:36:14 pm »
You can see quite clearly that they leak through and light up the entire ceiling.  (IMO very cheesy looking.)

By the way, you should try using models, they are great for spicing up a map.
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nubcake

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Re: Random Dev. Shots
« Reply #1859 on: December 09, 2009, 04:42:38 pm »
You can see quite clearly that they leak through and light up the entire ceiling.  (IMO very cheesy looking.)

By the way, you should try using models, they are great for spicing up a map.

Ah i see what you mean, Im using an entity light beneath some of my lights atm just to help illuminate the rooms until I fic the light shaders. Thanks for protip though :)