Author Topic: Style and Texture Test for a mapping project.  (Read 7055 times)

WolfWings ShadowFlight

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Style and Texture Test for a mapping project.
« on: April 24, 2006, 08:01:07 pm »
Vertex Lit
Lightmapped

Same map, r_vertexlight enabled and disabled without moving the camera or doing anything else.

And no, your eyes aren't lying, there's Q3A-scaled normalmaps applied to most of those textures before the lighting is calculated, and a rudimentary shine-mapping applied to everything there. Mostly thought I'd post these first 'test renders' to check if people think I should build a full map with this texture set? And I haven't added any non-linear blending to that map yet, so consider that effectively a 'rough cut' by my standards. It's just showing the raw texturing. :-)

For those curious, the texture set is HFX's Evil-X originally posted for Doom3, full resolution still except for the normalmaps so mostly 512x512 diffuse+specularity+normalmaps that I went through and downscaled everything to 128x128 normalmaps and tested them all so I could throw out the ones that were too detailed to show in Q3A-resolution lighting. I still need to make extra shinemaps for the different materials, right now concrete has the same 'glint' as rusted and scraped metal, I'm going to try to tweak the shinemaps from some photo-references to make them look better on each material type in the texture set, since it's basically free to have multiple 64x64 shinemaps.
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]

SLAVE|Mietz

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Re: Style and Texture Test for a mapping project.
« Reply #1 on: April 24, 2006, 08:23:26 pm »
Quote from: "WolfWings ShadowFlight"
Vertex Lit
Lightmapped

Same map, r_vertexlight enabled and disabled without moving the camera or doing anything else.

And no, your eyes aren't lying, there's Q3A-scaled normalmaps applied to most of those textures before the lighting is calculated, and a rudimentary shine-mapping applied to everything there. Mostly thought I'd post these first 'test renders' to check if people think I should build a full map with this texture set? And I haven't added any non-linear blending to that map yet, so consider that effectively a 'rough cut' by my standards. It's just showing the raw texturing. :-)

For those curious, the texture set is HFX's Evil-X originally posted for Doom3, full resolution still except for the normalmaps so mostly 512x512 diffuse+specularity+normalmaps that I went through and downscaled everything to 128x128 normalmaps and tested them all so I could throw out the ones that were too detailed to show in Q3A-resolution lighting. I still need to make extra shinemaps for the different materials, right now concrete has the same 'glint' as rusted and scraped metal, I'm going to try to tweak the shinemaps from some photo-references to make them look better on each material type in the texture set, since it's basically free to have multiple 64x64 shinemaps.


Great work, i think i speak for all that we apreciate your efforts.
Can't wait for those new maps :)

kozak6

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Style and Texture Test for a mapping project.
« Reply #2 on: April 25, 2006, 01:02:03 am »
Will this effect performance at all?

OverFlow

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Style and Texture Test for a mapping project.
« Reply #3 on: April 25, 2006, 01:32:31 am »
Having a more detailed lightmap scale is going to eat up lots of memory if used through out the entire map.  You can see it being used sparingly in arachnid, niveus, and karith.  Not sure if any other maps have them.

If you see seemingly fancy looking, detailed lighting thats where it is.  However, I believe the engine, or compiler limits the bsp size (where the lightmaps are stored) so it would not be a very good idea to apply it to the entire map.

WolfWings ShadowFlight

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Style and Texture Test for a mapping project.
« Reply #4 on: April 25, 2006, 02:32:28 am »
Quote from: "ERR:OverFlow"
Having a more detailed lightmap scale is going to eat up lots of memory if used through out the entire map.  You can see it being used sparingly in arachnid, niveus, and karith.  Not sure if any other maps have them.

If you see seemingly fancy looking, detailed lighting thats where it is.  However, I believe the engine, or compiler limits the bsp size (where the lightmaps are stored) so it would not be a very good idea to apply it to the entire map.


Actually, I'm targetting hardware more in line with Wolfenstein: Enemy Territory than the original Q3:TA-era hardware. If someone can't handle the graphics-card load, by switching off lightmaps the other texturing effects are also turned off at the same time by the engine. The sheer fact that (except for trim) all of the textures I'm using are 512x512 to begin with also indicate the level of graphics hardware I'm targetting. Sure, it'll run on lower hardware by turning up picmip and turning off lightmaps (which will also turn off the shinemapping) but it won't look any better than most Q3A-engine maps then. :-)

This isn't to say I won't be going through the map with a series of compiles at the various lightmap levels so I can flag all the surfaces possible with lower-resolution lightmaps, that's on my list of things to do. But yes, in general, this map is going to have higher resolution lightmaps as it's a map using much more advanced techniques and features of Q3map2 that I helped develop the use of, and feel can be applied to Tremulous maps. :-)
img]http://wolfwings.us/sigs/WolfWings.jpg[/img]