Just a little teaser... Created 20 years ago2004-05-21 08:13:22 UTC by Captain P Captain P

Created 20 years ago2004-05-21 08:13:22 UTC by Captain P Captain P

Posted 20 years ago2004-06-02 14:24:33 UTC Post #29839
ooo, goody goody.
Posted 20 years ago2004-06-02 17:27:14 UTC Post #29873
:zonked: = Terrible? ugly? wahhh!!
Luke LukeLuke
Posted 20 years ago2004-06-02 21:32:21 UTC Post #29897
:zonked: = drugged.
Posted 20 years ago2004-06-08 18:25:52 UTC Post #31609
cant u just set up some fum_illusionarys with the same texture as the light rays and creat a little circle like u did and then throw a light up at the top?
Posted 20 years ago2004-06-08 19:20:19 UTC Post #31638
i tried to do that, but it doesnt look right.... :(
Luke LukeLuke
Posted 20 years ago2004-06-08 19:49:59 UTC Post #31652
hope your tut comes out soon, I wana do that!
Posted 20 years ago2004-06-09 03:37:55 UTC Post #31698
afaik Call of Duty is Quake3:Arena engine.
To those teasers: using func_illus is a very bad idea. I don't know how many faces are used, but a model or env_beams would do much better. First thing: all world polies have a lightmap -> less speed.
Second thing: transparent world polies cause the render cycle to re-render for each poly.
Third thing: world polies often look very blocky, models use gouraud shading and smoothing.
Those things should only be done with 32bit colordepth. Start hl with -32bpp take a screenshot and then compare with a 16bit screenie.
Posted 20 years ago2004-06-09 05:04:12 UTC Post #31705
A model has the exact same restrictions here. fps doesn't drop because of the high amount of polygons, but due to this redrawing. This is the same for models. Gouraud shading won't smoothe the effect as the shape of the lightbeams totally depends on the texture used. But indeed, models are faster to render and so a better choice in this case. Yet they do not take away the limitations of the technique.

Thumb rule number one: prevent too much layers to overlap each other, e.g. only let the player view the effect from the side, never let him look into the beams.

About the 32bit colordepth, I didn't knew that. Thanks!
Posted 20 years ago2004-06-09 05:49:49 UTC Post #31709
fps doesn't drop because of the high amount of polygons, but due to this redrawing
that's actually what I said.
Btw: did you upload the map yet? I'd like to have a look at it. I'm also expermimenting a lot with special FX in HL. You can do much more than one'd expect. Half-Life ain't dead yet and we wont let it die!!!
Posted 20 years ago2004-06-09 05:56:10 UTC Post #31711
I recently heard of a mod that allows you to play back .avi files in Half-Life, take a look at this:
http://www.bits.bris.ac.uk/randomnine/projects/avikit/

At this moment, I'm busy with creating the tutorial for this sunbeam effect. I'm adding a tutorials page to my portfolio to store some more tutorials on.
Posted 20 years ago2004-06-09 06:01:50 UTC Post #31712
I've already seen this on the VERC I wish someone would include it in Spirit. To me the tut ain't important, I just want to see it in 3d. :P
Posted 20 years ago2004-06-09 06:32:32 UTC Post #31713
Heh, that's ok. I can send it via e-mail if you wish.

Hm, I didn't find anything on the VERC that comes close to what I did. Can you give me a link?
Posted 20 years ago2004-06-10 07:45:25 UTC Post #32002
I was talking 'bout the avi in HL thingy.
My email acc is like 300 SPAM mails per day. Can't you just upload it here?
Posted 20 years ago2004-06-10 14:24:02 UTC Post #32073
Oh, sorry, I was talking about the lightbeam technique. I don't know when I've finished the tutorial but I'll keep you informed about it. The tutorial will include example source, i'll put it up within several days from now.
Posted 20 years ago2004-06-11 02:41:00 UTC Post #32222
:) Maybe the next compo should be about special FX.
Posted 20 years ago2004-06-11 04:33:56 UTC Post #32235
CoD owns? DoD owns? CS owns? they all frickin' own.
Posted 20 years ago2004-06-11 05:12:33 UTC Post #32238
that avi hl thingy didnt work for me :P
Posted 20 years ago2004-06-11 07:08:01 UTC Post #32250
wow nice effect i can seem to get it using func_illusinarys cant wait for the tut
Posted 20 years ago2004-06-11 21:02:49 UTC Post #32541
i got it, all i needed was the light_radius i think it was, or something like that.
Posted 20 years ago2004-06-11 21:21:14 UTC Post #32545
no such thing called that.
Posted 20 years ago2004-06-11 21:42:43 UTC Post #32552
light_enviroment, thats it :P
Posted 20 years ago2004-06-12 03:35:19 UTC Post #32607
Heh, but that doesn't give 'my' lightbeam effect... :)

The tutorial should be on-line about monday... I'll keep you informed.
Posted 20 years ago2004-06-12 13:21:32 UTC Post #32692
NO F***ING WAY! Call of Duty is fricken awsome graphics wise, you need a damn 128-256 graphics card damnet! There is no way that Half life could come close to producing what Call of Duty can, and I would congradulate the person who could make an half life map like that.
Posted 20 years ago2004-06-12 13:37:56 UTC Post #32703
Making the map can be done, making it run .. Hmmmm
Posted 20 years ago2004-06-12 16:07:47 UTC Post #32744
It is Quake3:Arena not HL. But James Bond: Nightfire is similar, awesome maps on the HL engine. HL is also amazing, this whole engine is build from Quake1.
BTW: Are getting a bit too offtopic?
Posted 20 years ago2004-06-12 16:38:16 UTC Post #32758
you need a damn 128-256 graphics card damnet!
No you don't. I have a cheapskate GeForce 4 and an Athlon XP 2400, 512@333, and it ran fine and looked great.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-12 18:24:24 UTC Post #32819
sweet the tut comes out on monday :D
Posted 20 years ago2004-06-12 20:35:55 UTC Post #32853
Davideo59: CoD is based on the HL/Q3 engine, yes.
CoD hasnt got great physics, pretty crappy imo.
Posted 20 years ago2004-06-14 15:53:32 UTC Post #33387
Yes, the light beams tutorial is finally ready! Thank you for your patience... :)

http://www.websamba.com/captainp-home/portfolio/index.htm

You'll find the way... I hope it's comprehendable, since it's not proofreaded yet. So please give me comments on it so I can tweak the tutorial a bit. Succes with it!
Posted 20 years ago2004-06-15 23:37:10 UTC Post #33730
the link is dead...
Posted 20 years ago2004-06-16 01:42:23 UTC Post #33735
It appears my websamba account is down at the moment... I'll try to find out what's going on. I'll keep you informed.
Posted 20 years ago2004-06-16 03:19:08 UTC Post #33756
Up again. Just a little problem with the server I guess.

Oh, and please give me some feedback about the tutorial as I still have to tweak some things about it.
Posted 20 years ago2004-06-16 16:40:06 UTC Post #33908
Read the tut and looked at the map. The pictures and the tut where not so exciting, because I already knew how it's done. BUT, the texture. You're a genius, to use this tex for lighting rays. It perfectly serves the purpose, but I would've never had the idea to use a xeno web texture for this. Ingenious idea!
Plus: you're the first one who didn't forget the '!' in my name. :)
Posted 20 years ago2004-06-16 16:44:17 UTC Post #33911
Heh, thanks! :)

So it's comprehendable then, the tutorial? Anything that needs some more attention or so?
Posted 20 years ago2004-06-16 16:57:47 UTC Post #33920
YES! You have to make clear that this texture is the whole trick.
I didn't get it how exactly the rays are created until I saw which texture you used. Just tell that the texture has some 'holes' and that the bright points look like lighting rays ingame. Something like that.
Posted 20 years ago2004-06-16 17:04:29 UTC Post #33923
I did say something like that but not clear enough. I'll rewrite that part. Thanks!
Posted 20 years ago2004-06-16 17:27:22 UTC Post #33939
:) Always glad to help.
I just saw that the talking sci results are out.
You've won the silver cup. Congratulations!
Posted 20 years ago2004-06-16 18:23:53 UTC Post #33944
I didnt get it to work - the setup was nearly exactly the same as the example map - except the sides on the brushes weren't black, I was too tired to do that ;)
Posted 20 years ago2004-06-17 03:41:29 UTC Post #34171
Try downloading the example map. It should make it easier to understand.
Posted 20 years ago2004-06-17 03:46:31 UTC Post #34175
Very cool! Will definately try it out later
AJ AJGlorious Overlord
Posted 20 years ago2004-06-17 03:50:28 UTC Post #34178
I need to rewrite the tutorial somewhat, that's right. The sides are nullified to prevent unnecessary faces.

As for the compo result... that sneaky Muzzle... saying he just made a lousy map and still winning! :P Heh, luckily he's a good friend of mine... :)
Posted 20 years ago2004-06-17 03:51:17 UTC Post #34181
Played y'all :) Congrats.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2004-06-26 02:37:39 UTC Post #36469
MUCHO BANG!! :)
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