WIP screenshots
I would model, but at this point I'd have to actually learn a
modeling program and all I have right now is an untouched copy of
blender. I NEED to learn it at some point (I'd like to do models in
my next map if possible) but holy shit is it going to be a lot of
work.
Had some time to do a bit of detail work and finish out the base
flooring today. Planning on doing A LOT more rock work, which is
going to take at least another 20+ hours after doing the light work
and additional texture work I want to play with. We'll see though.
Such a pain in the ass.




The shadows are looking well, what compile option/lightmapscale did
you use?
SolidFake wrote:
The shadows are looking well, what compile option/lightmapscale did you use?
I use use the [q3map2] -light -fast -filter -dirty -deluxe "[MapFile]" to compile when I'm doing a test build just so I can get a rough idea for how it looks. For final I've been using [q3map2] -light -deluxe -lomem -patchshadows -v -fast -samplesize 8 -samples 2 -bounce 2 -filter -dirty "[MapFile]" and it's turned out really well. That's what I've had for the last 3 or 4 maps.
pretty the same settings I use, I guess it's the light of the
skybox which makes those shadows look so smooth
textures/what_sky/sky
{
qer_editorimage textures/what_sky/env/sky_up.tga.jpg
q3map_lightmapFilterRadius 0 32
q3map_sunExt 1 0.978531 0.81239 265 -150 60 2 38
q3map_skyLight 80 6
q3map_noFog
q3map_globalTexture
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
skyparms textures/what_sky/env/sky - -
nopicmip
}
Bingo. :)
{
qer_editorimage textures/what_sky/env/sky_up.tga.jpg
q3map_lightmapFilterRadius 0 32
q3map_sunExt 1 0.978531 0.81239 265 -150 60 2 38
q3map_skyLight 80 6
q3map_noFog
q3map_globalTexture
surfaceparm sky
surfaceparm noimpact
surfaceparm nolightmap
skyparms textures/what_sky/env/sky - -
nopicmip
}
Bingo. :)
Does anyone have any walk throughs of how to make decals and see
through textures like the cables in wswcity? I just want to know
before I go through the motions of banging my head against my desk
trying to figure it out for myself :(
WHAT!!, just pick a similar texture in wsw and look at it and it's
shader file. Copy/paste and renaming is all you need.
jerms wrote:
Oh it was not the UFO's who stole the Eiffel tower.. it was Jerms!
clownfart wrote:
Looks very bright.
The sky looks bright because at that angle you're looking at the bottom of the skybox. When you're on the ground it's not nearly as blown out.
SolidFake wrote:
I guess that's more the cause of deluxelightning
It usually ends up darker in the final build too so I try to go a little overboard in the editor because in the end the compile tones everything down a notch for some reason.





