Those 2016 images...I've barely posted on this site, so here's a bunch of wips I've made over the years.
Spoilers so I don't flood the page with images
2013
2014
2015
2016
I have a hard time telling what's in the foreground and what's in the background. Fine detail and/or a more diverse color palette could help.
Style locked down?
I have a hard time telling what's in the foreground and what's in the background. Fine detail and/or a more diverse color palette could help.
Most games that do analogous color schemes like this well will often have the diffuse textures be "correct" colors and then smother it in the more limited color scheme with post-processing. This is a painting and not a screenshot, but I think it gets the idea across.
You call that Pyrovision alone?And valve thought they did a good job at pyrovision... Yours is far more extreme
reminds me of my previous experimentations
the things we do when we get bored...
reminds me of my previous experimentations
the things we do when we get bored...
Finally, @Geit what exactly did you do in the bsp to make it all wonky 'n stuff?
Geit, do you know the world space coords of each luxel? You could do a smooth rainbow of colours across the map if you did...
itd be cool if you could get the worldspace coords and use them with heatmap data to show the heatmaps visually inside the map
yep that sounds right, we don't have the exact coords for luxels but we can calculate them for sure, displacements would be dreadful tho.I think I can extract it: if I'm understanding the documentation correctly each face has a texinfo_t (Texture info) which contains a lightmapVecs[2][4] member, which contains the xyz location and the x/y spacing between each sample, perhaps? Fubar might know more.