01-11-2012, 04:39 PM
Squigger Wrote:JAW DROPPING AMAZING!!!!!!! NEED MOOOOAAAARRR!!!! lolThank you! It´s nice to hear that people are looking forward to test this map, at one point I was even afraid that I would fail building the map.
On a more serious note, Awesome Map Pics, can't wait until its finished.
Lord Canistra Wrote:What's about grate shadows on 2nd pic? Didn't notice that q3map2 consider alpha channel during shadow casting o,oActually you have to write a special shader for that which contains ´surfaceparm alphashadow´. To make it work you also need a texture with a alpha channel.
Lord Canistra Wrote:Teh scene looks quite pretty, just consider using softened sun shadows. Look for _deviance and _samples in netradiant light entity comments if not sure how to set it up.Ehm, I used my own compile parameters and they also contain -samples! The shadows in the second screenshot are mainly from the sun and as you can see they are already very sharp and detailed. If anybody wants the compile parameters which makes such nice shadows, feel free to ask!
MirceaKitsune Wrote:@ Maddin: When I seen those screenshots, I literally jaw dropped IRL.Awesome! Exactly what I wanted to achieve! By the way, I had the same experience when I first saw these shadows! Never got a good result like that one before.
MirceaKitsune Wrote:Please post it on autobuild server soonI think it will last a bit to be ready for a beta version. At the moment there are only the rooms which you can see in the screenshots. But I will work eagerly to get it finished.
I also thought about writing a small ´book´ of my process of this map. Like the commentaries in Half-Life 2 Episode 1/2. It may be very helpful for other mappers to get a better level designer. (... although I´m also still learning how to build a good looking environment )
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