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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Wow 
not sure if it's the map we deserve or the one we need right now, but looks awesome! looks like it combines some great elements from the ever-classic e1m8, as well as runic maps by kell and necros! can't wait!

I just spent several hours building some evil bloody flesh thing today but don't have anything worth giving images of yet. 
Skacky 
Looks awesome: release it now !! 
I've Never Been Discouraged From Mapping By A Screenshot 
Until now. 
Awesome 
 
Dat Skybox! 
BRB, changing pants. 
Nice! 
 
Retrojam3_negke Scrapped 
The Cthulhu eye texture fits very well. 
In The Great Democratic Tradition Of Func_msgboard 
I decide that we take a vote:

Is negke a fuck?

AYE X

NAY 
 
I checked out MyHomeAlpha.zip and found it exceptionally well made for a "my home" map. Very creative, surprising and fun. Got stuck in the zombie cavern, is there a way out? 
Negke 
is a huge cock. 
Meant In The Same Vein As #12307 
Of course I'm going to finish it - can't wait to see Daz get lost in search of the key doors! 
Yay! 
Mmmm veiny. 
.lit2 
http://i.imgur.com/zwuQv4j.jpg

Spike and I (mostly Spike) have been working on a .lit2 format that can do custom lightmap scales per-face.

It's looking promising: it'll be backwards compatible (light will generate regular lightmaps, .lit, and .lit2), and I have some tool support already (you can set "_lightmapscale" on a func_group/etc. to modify those faces, same as q3 I think). 
Wonderful 
I am imagining all the amazing lighting effects I can do with more detailed shadows. Been after something like this for years :D 
Ericw 
That's awesome! Can't wait to see sexy new maps sporting this extra quality! 
 
Nice!...misaligned texture... 
 
it's classic id style... 
Haha 
I have a folder full of crappy box maps like that for testing compiler features. 
 
so that's pretty damn amazing??! so you basically end up with a .bsp, .lit and .lit2 and your engine will just ignore the .lit2 if it doesn't support it? that's awesome! 
Necros 
yep, that's how it'll work! pretty excited about this.

There are some downsides though. The more surfaces use higher resolutions, the longer light.exe will take, the .lit2 file will be bigger, and rendering dynamic lights will take more CPU.

It'll work best when used selectively, but I understand the same is true of the�source engine, which has pretty much the same feature? 
 
i see you mentioned there will be a _lightmapscale setting for func_groups?

so you will be setting lightmap scale based on faces, however, would it not make more sense to set lightmap scale per light instead?

i think 90% of lights would be fine with their old resolution, but for key lights (eg: those shining through cool transparent textures) a higher resolution would be desired.

so could you not just output low res shadow onto a high res lightmap by default and then when a light specifies it, do the extra traces for the high res shadow? 
 
If you do it per light, what about cases where you want the sunlight casting strong shadows in just one particular area? You set your sun as a high res light and you end up having an enormously inflated lightmap size just for that one transparent chainlink fence texture casting shadows into the courtyard, whereas with per face you can just set the courtyard faces to be high res. As ericw said, the method he's proposing is basically the same as the Source engine, and per face works very well there in my experience. 
@necros 
The way it's currently set up in the light tool, that'd be a bit awkward because the tool needs to know each face's lightmap resolution before starting the light tracing. I think you would need whole lighting pass just to figure out what faces a "high res" light is hitting. 
Global Setting 
A global lightmap scale setting would be very nice also. 
Lol Daz@ 
"i basically want the global lightmap to be the highest" 
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