Courtyard test project

Post » Sat May 17, 2014 5:50 pm

So, as I said here is my second project. I was working about this a times ago in DOOM 3, but the pitch black shadows scared me off. For now is start of DOOM 2 map 18 the courtyard. At now it looks very... bad, I think, cause blue sky light and blurry textures (I can't push RAGE to show me non-filtered textures). Of course for now player walking to slow for this map, but everything changed in the future.

The main purpose is easy - I want DOOM map on RAGE engine with non-filtered nice pixelized original textures and true shadows, as similar to original as is possible.

Here are really bad screenshots from first alpha: http://imgur.com/a/3gQDs
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Ells
 
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Post » Sat May 17, 2014 7:53 pm

There's a few cvars that you can play with that could help give you that pixelated look you're after.

vt_upsampleSharpen (Defaults to 96)
vt_upsampleNoise (Defaults to 8)

and probably the main one for you 'vt_upsampleFilter' it defaults to 3 ( bicubic )

Shadows on geometry (like the floors and ceilings) are going to be a little more complicated, the original doom engine pretty much had the brightness hand set for each sector to fake shadows, it didn't really have a lighting system like Rages.

When I was working with my doom materials I found it helped to make sure 'texture detail' was enabled when I was testing to check how they looked, but I had to remember to disable it again before building (the build crashes on my machine when it's on)

You can also set the player speeds through the cvars so I wouldn't worry about the player being too slow.

But looking good so far DoomMarine, I wouldn't panic too much about the blurriness a few tweaks should sort that out /smile.png' class='bbc_emoticon' alt=':)' />
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courtnay
 
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Post » Sun May 18, 2014 5:16 am

Are you kidding? Those screens look just great! People think that tons of details means awesome result, however it's not. More important are the proportions of environments, lightning and beauty of textures, not just sharpness, but also color and texture composition. Doom textures are already awesome, no matter if those blur or not. So keep working, keep this simple geometry and those textures, make moody, atmosfear indoor and outdoor lightning, spawn some imps....oops sorry, muties and just see how long the bulding procces will take! If it will be accseptable, then you can add some stamp work on environments and I assure you the result might be just awesome.
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Jaki Birch
 
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Post » Sat May 17, 2014 10:42 pm

Thanks for good words guys! Ha, by the way, there is new nice problem - in toolkit there are no func - door, only model prefabs. You can't build a door from brush, you need model, that's mean I have to make a model for each door in this map (making model it's not hard, I just use export tool, but such standard function should be built into the toolkit, and of course this consume time). If I missed something with that door problem tell me /smile.png' class='bbc_emoticon' alt=':smile:' />

EDIT: for now all works are suspended/hold on. Without AI, brush functions as platform/elevator and small amount of assets I decided to hold on all projects (I'm going back to id tech 4), I hope after toolkit will be patched I could be back to projects. Sorry guys, thanks for help and good words!
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Petr Jordy Zugar
 
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