WiP in WiP, post your screenshots!

Idolon

they/them
aa
Feb 7, 2008
2,126
6,139
Screenshot%202016-02-15%2005.16.57.png

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.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
1,851
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.

I agree, but I would think that the parallax from moving around the scene would help distinguish areas at least a bit?

btw Bak I think you've coming across something fantastic. Can't wait to see more.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
New light settings and skybox used:
2016-02-15_00003.jpg

2016-02-15_00004.jpg


The light settings are currently a bit off (as currently thats the unmodified badlands settings). But the fog at least matches partialy (screenshot 2 has matching fog) and the brightness became more acceptable to the eyes of many people. Hopefully i can make the map match the light setting of the skybox a bit more. Especialy the fog on the pyramid currently doesnt match the skybox.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
And valve thought they did a good job at pyrovision... Yours is far more extreme
You call that Pyrovision alone?

Mate, that's Pyrovision combined with LSD and pure ethanol.

On-topic: who needs color correction when you can do this?

Also, @Crash how do you feel about someone practically destroying your lovely Glassworks?

reminds me of my previous experimentations

cp_orange_x30002.jpg

cp_orange_x30001.jpg

cp_orange_x30000.jpg

the things we do when we get bored...

And I thought you couldn't make cp_orangex3 even worse...

Finally, @Geit what exactly did you do in the bsp to make it all wonky 'n stuff?
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
reminds me of my previous experimentations

the things we do when we get bored...

Looks like we had the exact same thought order, except I don't think I'm going to bother making a painting app out of it. :p

I was tempted to dump them out as texture atlases though, just to see what it'd look like.

Finally, @Geit what exactly did you do in the bsp to make it all wonky 'n stuff?

4UJ0Yj.png

If you don't read code: Iterate over every face in the BSP, assign it a random colour then assign that colour to each of the lightmap samples used by that face.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
seriously tho, more people should mess around with bsp, it may look impossible to decipher at first but it's reasonably documented and you can do a lot of crazy stuff once you're in there. This is how we can get tools like compilepal's paking.

at some point I was thinking about implementing a curve editor and achieve some sort of static/lightmap based color correction but eh, I don't think it would be that useful. I'd have to look into vertex lighting also
 

Badhamknibbs | trade.tf

L1: Registered
Jan 19, 2016
1
8
Baby's first TF2 map, I like space so I decided to make a space MvM map. Mostly lacking buildings & details, if only Valve would hurry up and make stuff for asteroid to be usable...
2016-02-16_00001.jpg

2016-02-16_00003.jpg

2016-02-16_00002.jpg

2016-02-16_00004.jpg
 

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Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
So I extracted all the lightmaps from Glassworks and stitched them together, it doesn't look as great as I would've liked because it completely ignores the physical layout of the map)

(warning this image is 16000px wide)

http://geit.uk/uploads/lightmap.png
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,080
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...
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,760
itd be cool if you could get the worldspace coords and use them with heatmap data to show the heatmaps visually inside the map
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
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...

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.

I'll do some playing at some point.

itd be cool if you could get the worldspace coords and use them with heatmap data to show the heatmaps visually inside the map

Part of the reason for doing these experiments is because part of my dissertation is to draw a BSP using WebGL, so I'm actually hoping to have real 3D heatmap "clouds" overlaid over a smoothshaded version of the map.

Overlaying them in the actual map itself though is a really interesting idea that I might have to keep in mind.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,343
1,851
2016_02_16_00001.jpg

2016_02_16_00002.jpg

2016_02_16_00003.jpg


I think I'm starting to like this theming... it's somewhere between Yukon and Frontier... imma keep it
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,721
1,985
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.
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.