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Author Topic: W.I.P. Thread (Post pictures of your WIP maps)  (Read 25336 times)
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Devlar
 
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« on: 2004-02-22, 04:02 »

Something I'm cooking up in the 2 minutes of spare time i have a week, its about 65% done






If anyone knows how to fix the shader error, in the first picture it would be appreciated
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Phoenix
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« Reply #1 on: 2004-02-22, 08:12 »

I like what I see so far.  As for the shader error, I'm not sure what exactly we're looking for here.  Everything looks good to me.  Can you highlight it?
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Devlar
 
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« Reply #2 on: 2004-02-22, 08:24 »

Well the first shader error was the blurriness which i fixed but there is another one that was still there during the bluriness, if you see the white lines that go around the walls from far away they turn into dotted lines instead of remaining straight white lines
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Tekhead
 
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« Reply #3 on: 2004-02-22, 08:33 »

try cranking up antialiasing and all that good stuff.
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Devlar
 
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« Reply #4 on: 2004-02-22, 09:50 »

I'm running everything on max
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ReBoOt
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« Reply #5 on: 2004-02-22, 12:31 »

looks very nice devlar!!! why don't you post that shader so we can have a look at it? and please take a close up shot on that "bug"
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Devlar
 
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« Reply #6 on: 2004-02-22, 22:01 »



Notice the jaggedness  of the horizontal lines??

textures/devcanyon_sfx/jailyell2
{
        qer_editorimage textures/devcanyon_sfx/jailyel2.tga
        q3map_lightimage textures/devcanyon_sfx/jailyel2.tga
        surfaceparm nodlight
        surfaceparm nolightmap
        surfaceparm nomarks
        q3map_lightsubdivide 32
        q3map_surfacelight 900
     nomipmaps
        {
                map textures/devcanyon_sfx/jailyel2.tga
                rgbGen identity
        }
        {
                map textures/devcanyon_sfx/jailyel_glow2.tga
                blendfunc add
                rgbGen wave sin 0.1 0.5 0 1
        }
}
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ReBoOt
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« Reply #7 on: 2004-02-22, 22:44 »

ok that shader has lights but no light map stage
      {
      map $lightmap
      rgbGen identity
   }

you might have to add a blendFunc too.

eg.

   {
      map $lightmap
      blendfunc gl_dst_color gl_zero
      rgbGen identity
   }

Im not that good at writing shaders but try to ask pho, tabun or angst
« Last Edit: 2004-02-22, 22:46 by ReBoOt » Logged
Angst
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« Reply #8 on: 2004-02-22, 23:21 »

I see a 640x480 image that appears just fine, albiet lacking detail due to resolution decrease. If you could highlight a portion of the image instead of saying "Notice the jaggedness of the horizontal lines??" I THINK I know what you're talking about, and if it is what I'm thinking, that's a by-product of bilinear filtering, trilinear fixes a little bit, but lines blurring together in the distance is reasonably unavoidable.. IF that's the problem you're having.
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Devlar
 
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« Reply #9 on: 2004-02-23, 00:40 »



Hopefully this is more clear
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Devlar
 
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« Reply #10 on: 2004-03-09, 01:56 »

Finished another room, only 3 more left

Only problem is I have to make a green pillar for this room, kind of like the Tabpillar except larger and green, and I'm really not sure how
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Phoenix
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« Reply #11 on: 2004-03-09, 08:23 »

Looking really nice so far!  As for that shader problem, let me know once you have a public beta ready and I'll tinker with it and see if I can figure anything out.
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Daedalus
 

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« Reply #12 on: 2004-03-09, 09:44 »

Wow Dev, thats lookin great.
If you find out about those green pillar's, gimme a nod, cos I think im going to need a few for Grosse. Slipgate - Wink
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Angst
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« Reply #13 on: 2004-03-09, 17:45 »

I THINK I see what the problem is with the lines, I don't think it's a shader, I think it's the angle you're looking at it from. Similar to a z-buffer error, the white lines are just BARELY visible from that angle. Trilinear filtering MIGHT help some, but I really think it has to do with resolution/angle.
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Daedalus
 

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« Reply #14 on: 2004-03-13, 01:19 »

Ok, Grosse (Doom 2 Map 32) is In progress.
I started it, scrapped it, started it, edited most of it and then got quite frustrated with a few things (damn Radiant  :angry: )

Heres the Start room ala Me Slipgate - Smile :
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Phoenix
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« Reply #15 on: 2004-03-13, 03:02 »

That looks a bit big, even for Grosse.  Are we going to get Wolf-ish wall textures later on? Slipgate - Smile
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Daedalus
 

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« Reply #16 on: 2004-03-13, 10:36 »

The picture is decieving, it isnt really that big Slipgate - Smile

And I tried wolf textures, but it just got boring, fast. So I'm remixing it with a Base theme.
The pillars in the main room are lookin smooth Slipgate - Smile
Ive decided to only allow 2 of the pillars to open (Unlike in Doom where 4 did).
The MH and BFG inside will both have a respawn time of ~30 and the pillars take about 7.5 seconds to open fully. So I dont think the problem of camping will come up. We'll have to see though Slipgate - Laugh

EDIT: Plus its a pretty open map, so I dont think someone will be able to stealthily camp the items for too long.
« Last Edit: 2004-03-13, 10:37 by Daedalus » Logged
Daedalus
 

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« Reply #17 on: 2004-03-13, 12:00 »

Ok, updated the first room. Have a ganders Slipgate - Laugh

I'll start on the main room asap.
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Devlar
 
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« Reply #18 on: 2004-03-13, 18:20 »

That's looking pretty shinny there Daedalus
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Daedalus
 

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« Reply #19 on: 2004-03-13, 18:40 »

Im trying my best to use as many standard textures as possible. So far the only nonstandard ones ive used are the door and the sides of the door.
I think I can get away with that Slipgate - Smile
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