Post your screenshots! WIP thread Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 16 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 7 years ago2017-06-02 13:09:32 UTC Post #335215
Nah, I don't really need the camera. -_-
Sorry.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 14:22:37 UTC Post #335216
Ok, but the idea was nice.

EDIT:
"The bomb zone triggers the multi_manager which triggers the camera."
I tested this setup and it did what it was supposed to. It looks like you did something wrong. I can upload an example map if you want me to.
P.S. I didn't use the multimanager though.
Posted 7 years ago2017-06-02 14:45:04 UTC Post #335217
Use the multi_manager, then.
I can recall the multi_manager working in, hmm, demo_2 and in de_stroytheschool. I should examine this stuff closer, maybe the targetnames are sensitive to capitalised letters etc.

Anyway, I put my laptop into a torture chamber - HlRad with "-chop 8 -texchop 4":
User posted image
Looking good, eh?

Well, look at this:
User posted image
  • PLEASE, NOTICE THE DIFFERENCE -
Have you seen the difference?
No? Well, look at the corners:
User posted image
User posted image
That's the difference... seriously. And guess which parameters did I use for the second one?

"-chop 512 -texchop 256"

It looks like we finally debunked the mystery of the infamous chop and texchop. It doesn't affect the shadows. It affects the edges. This requires further experimentation, really.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 14:58:01 UTC Post #335218
The description of "-chop" from ZHLT.info:

"Set radiosity patch size for normal textures.

Each face in the world has a grid projected onto it, and chopped up into a rather coarse set of sample points. These points are patches, and are what HLRAD uses to do the bounced lighting calculations. A higher chop sacrifices quality for both speed and memory consumption of HLRAD. A lower chop increases the quality at the expense of speed and memory usage."

I'm not sure what does it all mean. Are shadows and bounced lighting the same thing? I think it's not. So I guess -chop has nothing to do with sharp shadows.
Posted 7 years ago2017-06-02 15:02:26 UTC Post #335219
*giant facepalm

Oh my God, I've just realised it. xD
Bounced lighting, of course...

So, chop and texchop don't have anything to do with shadows. Topic closed.

Now, let's just focus on our usual flow of data, i.e. the screenshots. New de_kobbl screens coming soon + day version.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 15:32:41 UTC Post #335220
Now, let's just focus on our usual flow of data, i.e. the screenshots. New de_kobbl screens coming soon + day version.
Dude, I've been posting screenshots during the conversation, just to keep the WIP thread what it is.
Posted 7 years ago2017-06-02 16:11:41 UTC Post #335221
But I've had nothing to show. xd
If I had had anything to show, I would've posted a screenshot, and that's what I'm going to do now.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-02 23:11:14 UTC Post #335222
Posted 7 years ago2017-06-03 06:40:19 UTC Post #335224
This might be a good example of the -blur parameter
User posted image
User posted image
I made this a year ago and I can't remember which values I've used, but you should play around with it as I did; as you can see I've achieved pretty good results.

Also, this might interest ya'll:

https://sites.google.com/site/svenmanor/tutorials/advancedlight
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-03 08:58:01 UTC Post #335225
That's probably what I was looking for. Thank you.
Posted 7 years ago2017-06-03 09:39:46 UTC Post #335226
Now I remember using "-blur 0.001" in one of my maps... the shadows still weren't something, but they were somewhat sharper. Looks like the only thing we need is experimentation. :)

Now, where are my new screenshots of de_kobbl...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 09:44:14 UTC Post #335227
You're welcome man.

I did so many things and tests with Goldsource engine games like omg... Like this one:

Clicky.

I like to experiment, apparently. :hammer: :crowbar:
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-03 10:02:02 UTC Post #335229
Oh, I get it. You made the floor with models. Because of the stupid model limit you're not able to make a lot of rooms with such floor.

P.S. My light_environment doesn't have the "Shade" keyvalue, so I decided to add it with SmartEdit off. Should I type it like "_shade"?
Posted 7 years ago2017-06-03 10:05:18 UTC Post #335230
User posted image
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User posted image
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 10:07:40 UTC Post #335231
@Wiindawz
Mmmmm, no. Type _diffuselight. Man, looks like you'll need a modified FGD file. I actually modded my CS Expert FGD file and adapted it for J.A.C.K.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 10:13:16 UTC Post #335232
Yes. Although I had no intention of creating big sized rooms with that kind of floor because that would be too expensive; mainly because the model used on top of the floor's texture must have a decent amount of polygons to achieve a nice and somewhat realistic smooth fake specular effect.

But I managed to achieve some pretty good results with Goldsource in terms of detail, such as this (screenshots are at a resolution of 2880x1800, better view them in fullscreen):
User posted image
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The quality dropped a bit because Imgur likes to convert my perfectly uncompressed png screenshots to awful compressed jpegs... But you get it I guess. :lol:
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-03 10:18:32 UTC Post #335233
@Admer456

I like how you made that volumetric light (that's how you call it, right?) on the second screenshot. Reminds me of this place on my first released map:
User posted image
It looks like I can't see one of your screenshots.

I don't have any knowledge how to adapt a FGD to Jackhammer and make it view models properly, so I'll better try to remember all the keyvalues I don't have on my FGD.
Thanks anyway.

@Alberto309

Amazing! I thought it's Source, but it's actually not.
Posted 7 years ago2017-06-03 10:26:42 UTC Post #335234
No indeed, it's the good old Goldsource. :3

That scene took me 2 minutes and 43 seconds to compile.

Thanks btw. :glad:
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-03 10:29:48 UTC Post #335235
Ok, I don't get it. Compiled a test map with -blur set to 0.00001. Compiled pretty fast. But I didn't notice any lighting improvements. I tried -blur 10
and this time compilation was way slower. But lighting looked even worse with -blur 10. I really don't get it.
Posted 7 years ago2017-06-03 10:30:38 UTC Post #335236
"That scene took me 2 minutes and 43 seconds to compile."
That's how much it would take my laptop to render 1 frame on that map. XD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 12:37:29 UTC Post #335237
The more you blur, the more the compiling times. HLRAD calculates the shadows and then blurs them, that's why it's taking more time.

About the differences, maybe using a value of 0.00001 is incorrect; try with 0.1 instead.
That's how much it would take my laptop to render 1 frame on that map. XD
Well, since we all know what kind of computer you have, it's pretty normal I'd say. :P
I have a quad core with 8 gigs of RAM. That's the difference. :P
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-03 12:49:42 UTC Post #335238
And I have a dual-core with 2 gigs of RAM. Another important factor is the GPU - you have the mighty GTX 660 Ti (which is overclocked, too). I have the Intel GMA 965. If we were to compare the 2, it's like comparing an ant (my laptop) to a wolf. xd

Thanks for all the info. =)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 13:01:45 UTC Post #335239
And I have a dual-core with 2 gigs of RAM. Another important factor is the GPU - you have the mighty GTX 660 Ti (which is overclocked, too). I have the Intel GMA 965. If we were to compare the 2, it's like comparing an ant (my laptop) to a wolf. xd
Well I wouldn't say "mighty", but yeah I was like you when I was stuck with an AMD Sempron single core, 768 Mb of RAM and an ATi Radeon 9250 128 Mb. I was basically wishing to have any pc that was better than mine, even a dual core with 2 gigs of RAM would've meant the world to me.
But hey, if you manage to make great things with your pc like I did back in the day, you'll have even more respect for what you do. ;)

Anyway, the video card is not important for compiling, but seeing those low fps on de_kobbl running on your laptop sure is a pain in the ass for you I suppose. :P
Thanks for all the info. =)
Anytime. :3
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-03 13:40:47 UTC Post #335240
Well I wouldn't say "mighty"
Oh, blah blah blah. It's mighty, of course it is.

Can you run HL2 on max settings and get good fps? Can you run Crysis 1 at 30 to 40fps on medium settings? Can you run DooM 3 and Quake 4 at medium settings and get good framerates? Yes?

Congratulations, it's mighty by my standards.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 14:21:42 UTC Post #335241
Then I'm a god with my GTX 750. But PC doesn't matter if you make awesome content, unlike I do. Keep up the good work.
Posted 7 years ago2017-06-03 15:00:51 UTC Post #335242
I can actually run DOOM 4 and Star Wars Battlefront at max settings over 60 fps lol. And well, HL2 is old, I can run that game at 300+ fps. All the games you mentioned are kinda old. It's not that you need a "mighty" pc to run them. You just have a basic multimedia video card. :P

A GTX 1080 Ti is mighty, not my 60€ GTX 660 Ti lol.
Then I'm a god with my GTX 750
Almost. My card is slightly more powerful. :P
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-03 15:26:46 UTC Post #335243
But 750 > 660. How can it be less powerful? Oh, wait, your card is overclocked. Then I suppose that you have an advanced cooling system, do you? I'd overclock mine too, but I'm just a 14 years old kid and I have no clue how to do that and no money for a nice cooling system.
I can actually run DOOM 4
over 60 fps
Damn, I need to try that game.
Posted 7 years ago2017-06-03 16:09:48 UTC Post #335244
@Alberto309
But you're missing the point. I said it's mighty by my standards, not by the global standards. xd
That's why I think that the R7 240, the R7 250 etc. are medium-end cards. Because that's how they pass my standards.

More on that in my journal. :]

@Windawz

OMG, OMG, OMG you silly little kid!

If the 700 is bigger than 600, it doesn't mean it's more powerful.
If the 60 is bigger than 50, then it means that it's actually more powerful.

And, lol, my Asus RX 460 which I'll hopefully get, is a tiny bit better than your GTX 750. :3
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-03 16:43:00 UTC Post #335245
@Admer456

I know little about all this tech stuff so yeah, I feel like a silly little kid when talking about computer hardware. Plus my terrible english knowledge makes me look even more stupid.
Posted 7 years ago2017-06-04 04:39:50 UTC Post #335247
Actually, my 660 Ti is factory overclocked. It's the Gigabyte GTX 660 Ti Windforce OC 2GB:
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The core clock goes up to a max of 1136 Mhz, which is around 100 Mhz less compared to the new RX 550. :D
Even though Unigine Heaven tells me that it goes up to 1320 Mhz... Probably a bug:
User posted image
I'm about to be 27 years old in october, and I've managed to have a powerful pc only when I turned 25. So I feel you Admer.
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-04 05:12:31 UTC Post #335248
@Admer456

Well, I must say I know how it feels to work on that laptop. I had one myself a long ago. It had only 1 GB RAM, part of which was occupied by the OS. It also had shitty CPU and GPU. The laptop also was broken - it could only work with the recharging device plugged-in. Then we bought a decent PC with 2 GB RAM and GeForce GT 9600 (if I recall correctly. Don't remember the CPU though, I was an even more silly little boy back then).
Then I'm a god with my GTX 750
Sorry for that.
Posted 7 years ago2017-06-04 06:12:34 UTC Post #335249
Nah, don't cry because it's over. Smile because it happened. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 06:37:17 UTC Post #335250
There's something you should like:
User posted image
Now it's really a Valve-quality map. Spent all my night removing odd green dots from all over the picture.
Posted 7 years ago2017-06-04 07:01:24 UTC Post #335251
Wow, thanks. :D

Look at them, running at site B. The terrorists could now surprise them and get to site A.
Now that I look at the map this way, I think that it takes a lot less time to get to site B. -_-
No wonder I put "Rush B Сука" at the T spawn. :3

Also, look at the top. The brown hall with an L shape. I forgot to change the sprites on the candles there, from flame2.spr to a random glow sprite. Yeah, I hope that the flame2.spr problem will be gone.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 07:11:22 UTC Post #335252
I just copied flare6.spr and renamed it to flame2.spr.
Overview itself is still not perfect. If I could edit the map a bit to remove the roof of that house at the center, the overview would look more detailed. I posted the download link at the GameBanana thread. You can download it and use in your map.
Also, place more spawnpoints, at least 16 for each team.
Posted 7 years ago2017-06-04 08:18:54 UTC Post #335253
You are KIDDING me, right? I think I placed exactly 16 spawn points per team.
About the overview, I think I can do something about it...
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 08:37:38 UTC Post #335254
I don't know, every time a new round starts some random bot just dies. Maybe you placed the spawnpoints too close to eachother? Ok, nevermind. We are going to test it today anyway.
If you will need more overviews, I have some spare time to make them. Or you can make them yourself.
Posted 7 years ago2017-06-04 08:41:29 UTC Post #335255
Is there a way to test de_kobbl, Admer? I missed it.
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-04 08:46:51 UTC Post #335256
There must be a way. He will PM you I think.
EDIT: Just press "ShoutBOX Live" button and you will find it.
Posted 7 years ago2017-06-04 09:05:54 UTC Post #335257
@Alberto309
I'll PM you on GameBanana.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 09:10:22 UTC Post #335258
Maybe I should upload some of my works on GameBanana as well, eh?
Posted 7 years ago2017-06-04 09:39:15 UTC Post #335259
I've seen the thread on GB. Waiting your PM. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 7 years ago2017-06-04 12:19:10 UTC Post #335260
Sent it. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-06-04 17:07:31 UTC Post #335261
Testing new textures. I surely went too crazy with normal mapping...
User posted image
Posted 7 years ago2017-06-05 01:35:32 UTC Post #335262
Sorry, but the grass texture still looks terrible. Bricks look pretty good though.
Posted 7 years ago2017-06-05 05:52:42 UTC Post #335263
It might be good for a riverbed
Posted 7 years ago2017-06-05 06:38:05 UTC Post #335264
It would be better to learn some traditional texturing techniques as well as what modern shaders are attempting to emulate, rather than to try and aimlessly slap together shaders and materials. If you make materials based on a "looks good" metric then you'll be kicking yourself later once you do learn how shaders work.
Crollo CrolloTrollo
Posted 7 years ago2017-06-05 09:34:53 UTC Post #335266
Those bricks have the textures of a brain; I think you may have gone overboard with the normal maps
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2017-06-05 09:44:33 UTC Post #335267
I know traditional ways of making textures, I always make custom textures for even basic test maps. With just diffuse it'd look much different. I'm just not used to the way DP engine handles it, as you don't write your own shaders - it's handled by in-built supershader. And I have to stop making normals straight out of diffuse to get rid of that brain look.

They could pass as obsidian blocks...
Posted 7 years ago2017-06-05 10:23:34 UTC Post #335268
It might depends on what normal map filter you use. That looks like a 9x9 or a 7x7 filter. Try to use a 4 sample filter or a Sobel 3x3 with average RGB; that would make the borders a lot more sharp, while 9x9 and 7x7 filters make the borders look smooth/blurred or bigger. If the texture you're using to create the normal map is a bad quality one or a low resolution one, using a 9x9 or a 7x7 filter doesn't help in most of the cases.

Just fyi:

9x9 filter:
User posted image
7x7 filter:
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4 samples filter:
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3x3 filter:
User posted image
Alberto309 Alberto309weapon_spaghetti
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