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GP Channel's WIP Wampa Cave


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Need to fix a lot of things,BUT not bad for a first try :) ....i think :P

 

106law2.jpg

https://youtu.be/C4J7flRx_l8?t=14

 

For a start it is rly nice! but there are some things i want to point out:

 

-Be careful with this big box map. Sometimes we cant avoid this but most of the times we can. Complex maps are boxes that are connected to each other - not one big box..

-The lighting placement - i think that You put too many of these. Check the scene one more time and see where are the true lightning sources and also how much they light this area. The most of the room specially top is dark. Dont be afraid of complete darkness - contrast is a good thing.

-Learn to make Your own textures and shaders - Your map is mixed styles. 

-Look for some architecture and building concepts from star wars. I dont know how the top of this room looks - but it is not flat ceilling. Be creative ;) Creating something that nobody saw before is very cool and yeah challenging but fun! Specially if these places are movie based.

-Not sure about this cloud texture. Use the weather effect instead because You can put this into the entire area. Also put some fog here and there

GPChannel and yeyo JK like this
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Guys how can i add glow for a texture?
Tried to do it but i saw this ingame

I wrote this to the shader file:

textures/krenictext/floor1

{
        q3map_material SolidMetal
    {
        map $lightmap
    }
    {
        map textures/krenictext/floor1
        blendFunc GL_DST_COLOR GL_ZERO
    }
    {
        map textures/krenictext/floor1_glow.png
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen identity
    }
    {
        map textures/krenictext/env_floor1
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen const 0.25
        tcGen environment
    }
}

2eprlhe.jpg

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Okay, so I'm probably gonna need to see your textures. Are the file paths right? Are the dimensions correct? Is the shader done right?

I think you might actually have too much going on in that shader, too. Sometimes, when I make shaders that have too much going on, the texture and the shader just give up.

Here's a few shaders from Byss:

 

 

 

textures/byss/lights
{
    {
        map $lightmap
    }
    {
        map textures/byss/lights
        blendFunc GL_DST_COLOR GL_ZERO
    }
    {
        map textures/byss/lights_glw
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen identity
    }
}
 
textures/byss/large_floor
{
q3map_material SolidMetal
    {
        map $lightmap
    }
    {
        map textures/byss/large_floor
        blendFunc GL_DST_COLOR GL_ZERO
    }
    {
        map textures/byss/env_large_floor
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen const 0.25
        tcGen environment
    }
}

 

 

 

I believe you've attempted to combine these two into one shader, or something like that.

Try just editing the first shader for the glowy bits, don't worry about the second one, for now, anyway.

 

EDIT: I might actually attempt to make one for you, actually.

GPChannel likes this
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Guys how can i add glow for a texture?

Tried to do it but i saw this ingame

 

I wrote this to the shader file:

textures/krenictext/floor1
{
        q3map_material SolidMetal
    {
        map $lightmap
    }
    {
        map textures/krenictext/floor1
        blendFunc GL_DST_COLOR GL_ZERO
    }
    {
        map textures/krenictext/floor1_glow.png
        blendFunc GL_ONE GL_ONE
        glow
        rgbGen identity
    }
    {
        map textures/krenictext/env_floor1
        blendFunc GL_SRC_ALPHA GL_ONE
        alphaGen const 0.25
        tcGen environment
    }
}

 

Did you try removing the extension of the texture glow image? Does the console return any error?

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Your shader Syntax does look correct, the extension in the glow textures path may be the issue. If that's not the case - there must be a typo somewhere.

 

For a better visual result you should swap the glow and environment stages in their order, allways keep a shaders glow stage the last stage in the shader.

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  • 2 weeks later...

May i give some feedback on your posted image. I do like some aspects in here, but I miss some dynamics in the terrain, if you get my drift. Let me show you.

 

mr9yd3.jpg
 

wrx7yt.jpg

 

The first one was a test i did for the blenjeel map in the old JKB mod I worked on with a couple of other people. This is cracked terrain with sand mixed up. As you can see in the terrain, it flows, and no hard edges. (we call this phong shading, where the shader bounces the light in such a way you dont see rough edges and it appears to be smooth) A better example in picture 2 which is actually a part of the SP map i am working on, where you see sand going over into dirt, going over into moss / grass, while the slope is graduating. 

 

My point is that terrain, even if it's rock, it should be a bit more dynamic, The rocks on the side do very well justice to the dynamics, but your flat / sloped area, could have a bit more pit. Do you have an in game image? Your wall on the far side also looks kinda flat. But further it looks really good :)

dark_apprentice and yeyo JK like this
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