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Szico VII

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Posts posted by Szico VII

  1. I use reference images for this one, mostly just google-ing Doom 3 pictures and running around the MP maps. I can draw but rarely do, usually see what I want in my head and just try make it work in reality. As for layout...I just work at it as I go along, trying to keep to basic ffa/ctf principles (roughly even, multiple routes, circular, vertical variation)

     

    Then I just move my mouse a bit and a map appears. Seriously. It just appears quite slowly.....

  2. Dont use that - always use q3map_sunExt (has MUCH better lighting results) ---> See examples HERE

     

    q3map_sunExt red green blue intensity degrees elevation deviance samples

     

    Works like q3map_sun with the addition of two new parameters to create "light jittering" for penumbra (half-shadow) effects. This gives you much more realistic shadows from the sun, especially when trying to simulate a cloudy day or a wide sun. The penumbra effect can also be applied to entity lights (point, spot or sun) with the _deviance N (distance in world units for point/spot lights and degrees for suns) and _samples N (number of samples) key/value pairs.

     

     

    deviance : The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree.

     

    samples : The number of random jitters distributed over the solid arc (~16).


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    CaptainChar likes this
  3. Pretty sure info_null, info_notnull and target_position are all identical.

     

    Theyre not - the main difference is that a target_position/info_notnull remains ingame as an entity after compile wheras info_null and the like are removed at compile time and simply serve to give the engine an exact set of co-ordinates. Go with info_null wherever you can to save entities.

    MUG likes this
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