Renzatic on 29/9/2004 at 14:23
Some will, but not all. Doom 3 doesn't seem to use much in the way of ambient lighting, which makes the shadows appear more stark and contrasted.
Edit: (
http://users.chartertn.net/greymatt/shadows.jpg) Here ya go, a basic ambient light entity keeps the shadows from being fully dark.
S_Hole on 29/9/2004 at 16:56
well.. shadows should be dark
not completely black, but not just "slightly darker areas" like in dx2
Kaleid on 29/9/2004 at 17:04
Renzatic
Thanks for the pic, that shadow looks good and not too dark.
Good luck to those that are involved.
Fingernail on 29/9/2004 at 18:35
Nice door, too, eh? Nice door. :cool:
Eshaktaar on 29/9/2004 at 18:55
Nice floor :thumb:
picklocke on 29/9/2004 at 19:04
looks very promising. so much in fact its gotten me into doom3 modding. doom3world.org is getting at least 20 hits a day from me alone.
if ya dont mind me asking, is there a specfic texture pack you are using or do you guys make your own?
also the patch work on those chairs/tables is damn nice, I've worked with max and (briefly) with patches in radiant, and its seems like a bitch and a half to do that in radiant.
Renzatic on 29/9/2004 at 19:14
lol, that door represents my greatest textural achievement. Blackthief provided it and it was just too good to do a rush job on, so after about 7 hours of combined work, a load of normalmaps, and 15 specularmaps later...DOOOOOR!
I learned alot over those couple of days, my days of dooring it up.
Quote Posted by picklocke
If ya dont mind me asking, is there a specfic texture pack you are using or do you guys make your own?
also the patch work on those chairs/tables is damn nice, I've worked with max and (briefly) with patches in radiant, and its seems like a bitch and a half to do that in radiant.
We're using a few textures from the free Blade pack I found awhile ago (forgot who the artist was, but he's good), but most of them are either culled from random places around the the internet (wallpaper and home decor sites are good) or taken on the spot during Blackthief's wanderings around Germany...the door is an example of the latter.
Working with patches in Radiant isn't all that hard once you get used to it, but if you really want an excellent example of props done in the editor you should check out Rgun's work...my stuff is more or less inspired by his.
Edit: (
http://forums.newdoom.com/showthread.php?t=24833) For Rgun's stuff. If he finishes up his mod it'll be at least worth a look.
oRGy on 29/9/2004 at 20:22
Rgun's stuff is interesting, seems quite Thief I'ish. Blackthief's textures sound intriguing. ;)
Though... the Doom3 engine from those shots (haven't played it yet, new computer next week though), doesn't impress me terribly. Environments seem low poly and a bit angular for my taste, the one dimensional feel of the lighting doesn't help.
Err, that's not a criticism of anybody in particular, just that the unified lighting system requires too many compromises for my taste.
It'd be great if U2K4 had bump-maps, though, they're very useful visually.
Anyway, back to work.. keep up the good work anyway!
tchao
Renzatic on 29/9/2004 at 20:35
Yeah, my map is a little low poly...but that has more to do with not having enough detailing textures than it does with the engine itself. It can't approach UT2k3-4's polycount, but it can handle a fair amount.
But the lighting, I have to disagree with you on that. With a some care and attention to detail you can produce lighting that puts just about everything out there to shame. When you finally have the game play around with the editor a bit, once you get used to all the nuances of the engine you might end up being impressed.