Welcome back SD (puhh thanks god!) & screens of my map


(pazur) #1

Really good that the Splashdamage forums are back. :shock: I working on my map called Adlerhorst and I just have started to insert my sherman tank model into the game.

For all who are interested. Here the link to screenshots of my map:
http://www.geocities.com/pazurmapping/adlerhorst_gal.htm

Best,

paz


(Magic) #2

Impressive screenshots pazur.
The sherman tanks looks great - you made it yourself?
Post up when a playable version is out - would love to have a runtrew.


(C) #3

Looks good pazur…
Nice “Mapping-tips”-pictures…


(MadJack) #4

Bandwidth exceeded :frowning:

Thumbnails looked sweet though. Good work :slight_smile:


(Diego) #5

Looking good. I’m going to check out that lightblock setup for doors.


(pazur) #6

Thanks guys :slight_smile: Yes. I modeled the sherman myself.

Sorry for GeoCities. The bandwidth limit there is really low.

I will keep you gus posted here about the first beta and bug you with questions about custom tank models for sure :wink:


(murka) #7

excellent mapping. seems very realistic and the sherman tank is very beautiful.


(Kic) #8

Nice cant wait to try this map, post download link for pk3 soon please


(Jaquboss) #9

looking good, but this is weird
http://www.geocities.com/pazurmapping/adlerhorst_scr/shot0013.jpg
the texture is ugly, the lighting is incorrect
no we don’t need shadows, but it should be less ambient, like more weak lights, you can easly make the stone correctly shaded with normal maps
http://www.geocities.com/pazurmapping/adlerhorst_scr/shot0009.jpg
this one is somewhat flat, other exteriors ones remind me RTCW forest map, quite nice, maybe add some more trees, the slight grass volume here
http://www.geocities.com/pazurmapping/adlerhorst_scr/shot0012.jpg
you should also make water more dynamic like warbell one, but that makes too much work, but at least avoid using oasis like one, make it at least lightmapped, with scrolling texture and much less transparency
looks excelent suited
hope it will be fast cool map, maybe like warbell, supply depot or other competition maps
sherman looks pretty
nice stuff there :wink: , just avoid that resurrection like interior and so flat terrain, and have good luck, wellcome back
and btw didn’t you have cup’o STFU avatar ? :stuck_out_tongue:


(pazur) #10

Good feedback :slight_smile: Thanks

Will try to tweak the places you mentioned. Let’s see how a normalmap works on these bricks and if it helps if the water is less transparent.

Yes. Where is my avatar? :roll:

Edit: I uploaded the screenshots on a different server: http://home.arcor.de/piwowarczyk/pazur/adlerhorst/


(Father) #11

Links not work: “Sorry, this GeoCities site is currently unavailable.”


(pazur) #12

Yea I know. Check them out here: http://home.arcor.de/piwowarczyk/pazur/adlerhorst/


(Diego) #13

I’m sure you are aware of this, but be careful with how much area you apply normal maps to. I tried them once and ended up having WAY too much data for my lightmaps and the map would not load. I think I ended up with almost 40 mb of lightmaps. But that’s what I get for applying it to every brick texture, every roof tile, every rock wall… uh, you know the drill. :oops:


(pazur) #14

Just redering my map with the normalmaps. I had to turn on -lowmem to start compile process.

http://www.planetwolfenstein.com/ is covering me! Wohoo!!! :o :smiley: They have a link to my gallery. Now let’s hope GeoCities won’t reach the bandwith limit again.


(Diego) #15

I had to use lowmem, too - especially when my map was twice as big as it is now. I broke my map into two parts so I could avoid all of the q3 limitations that I was running into.

Anyway, to the point. After I divided my map in two parts, I did a test on the first half of my map. Using a sun-only compile with an entity sun, the map compiled 10X faster without the lowmem setting. So, hopefully, you are not going to spend days compiling the map only to find that ET won’t load it because of all the lightmap data.


(pazur) #16

I just have aborted the compile process, after 7 hours at the 2nd bounce of light.

Surprisingly the 28MB lightmaps load for me, but I’m not sure if this will be the case for all other people.

The normal/bump maps look quite dark as well. In some placed the light looks really nice. Like here for example:

On other places the resolution is not the best although I used q3map_lightmapsize 512 512 and q3map_lightmapsamplesize 2. Example:

Here a screenshot showing both at the same time:

In all cases the shader looks quite dark and the normal maps are inconsistent. I really need to think about using this feature.

Maybe I give it a try with q3map_lightmapBrightness 3 or 4.


(Diego) #17

I was able to get my own lightmaps loaded once I got down to 28 mb. But I decided that the cons severly outnumber the pros on this one. Most of the time, it is almost impossible to see the effect of the normal map. A lot of times, the textures have just of hint of light direction painted into them and the normal map has to compete against it. Even when I looked at my map with only the lightmap turned on, it was easy to see that the lightmap was a pixelated mess not even remotely resembling the actual surface of the texture.

The performance hit is enormous and you leave yourself no room for improvement by maxing out the lightmaps in this manner. To me, this feature is better off used VERY sparingly and only on the eyecandy where it will pay off the most. It needs to be as high quality as possible, and you will need to position lights specifically in areas where it will show the bump the best. Shine a bright light straight at a wall, and it will kill any hint of bump mapping.

I would not put it on a wall, floor or any other large surface. I learned my lesson the hard way.


(Father) #18

WoW, it looks great… but I think there should be more bariers for hiding atacking team againts enemy fire…


(Jaquboss) #19

thought you will use it in the tunnel only,
it look quite good, but it could have all these point light touching together ( so players won’t blink from bright to dark ), but it looks very nice on the first screen congratulations !
use higher lightmap resolution quality only indoor, to save memory, size, and still keep great quality, bumpmaps with skylight is waste when used for lightmaps ( you should apply it directly on texture if it is uniform )


(pazur) #20

I think I found the right balance now with lightmapsamplesize 4 and lightmapBrightness 4. Looks quite nice now. Not too dark and the bump mapping is more or less consistent.