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WHAT!!

Member
(966 posts)

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.

WHAT!!

Member
(966 posts)

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.


http://img.photobucket.com/albums/v62/Sportinlife/wsw00038-1.jpg



http://img.photobucket.com/albums/v62/Sportinlife/wsw00039-1.jpg


SolidFake

Member
(4389 posts)

The shadows are looking well, what compile option/lightmapscale did you use?

WHAT!!

Member
(966 posts)

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.

SolidFake

Member
(4389 posts)

pretty the same settings I use, I guess it's the light of the skybox which makes those shadows look so smooth

jal

master of the universe
(10600 posts)

He's probably using a q3map_sunExt. Am I right, WHAT!?

WHAT!!

Member
(966 posts)

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. :)

learn_more

Member
(3332 posts)

fucking awesome

that is all :)

WHAT!!

Member
(966 posts)

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 :(

jal

master of the universe
(10600 posts)

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.

SolidFake

Member
(4389 posts)

wtf lol, it's dash4cash XD

I guess the Eiffel tower is a model?

WHAT!!

Member
(966 posts)


http://img.photobucket.com/albums/v62/Sportinlife/wsw00041-1.jpg
triangles triangles triangles...:(

clownfart

aka simon
(1030 posts)

crizis

Mad Hatter
(4113 posts)

jerms wrote:


http://jmuhr.free.fr/Warsow/Jerms_ica1/wsw00000.jpg


Oh it was not the UFO's who stole the Eiffel tower.. it was Jerms!

WHAT!!

Member
(966 posts)

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

Member
(4389 posts)

I guess that's more the cause of deluxelightning

WHAT!!

Member
(966 posts)

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.

WHAT!!

Member
(966 posts)


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