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Quake Reforged Project

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  • cmbuzzkill
    replied
    Thank you QR team!!!

    Everything looks amazing!

    Leave a comment:


  • osjclatchford
    replied
    Nergal,
    not to be one of those obsessive basts that bug for releases but I just wanted to know if you will notify us here first when those headgibs with blood (for h_guard, h_mega, h_shal and h_shams) are done, or if you already had updated the dl link and I'd missed it?

    regards
    Latchfords

    Leave a comment:


  • Seven
    replied
    @ Nergal

    I sent you a PM with a specific question. Please read it.



    @ BEEF34T3R,

    I think I understand your problem:
    You dont seem to use any light enhancements.
    As you know, there are different ways to enhance the enviroment lights.
    - rtlights
    - lit files
    - dlit files

    My Chton rising looks very different to your screenshot.
    I use Romi´s rtlights and NO lit (or dlit) files.
    When you use Romi´s lights, Chton will look much better.
    Better, when he raises and after he raised.
    Of course all other ID1 maps will be enhanced as well.
    In my opinion Romi´s rtlights is a MUST for everyone.
    It gives so much more atmosphere. You must see it to believe it

    Give it a try...
    I think that is one reason why your visuals differ from others.

    Kind Regards,
    Seven

    Leave a comment:


  • Nergal
    replied
    @Seven: take advantage until we manage to stay here
    I'll check the files, I don't remember right now but I think all the ammo boxes are ready.

    @ASS: thanks a lot !

    @BEEF34T3R: same as said by osjclatchford. We had to reach a compromise while colouring the skin, too dark in front or too red the other side..

    Leave a comment:


  • osjclatchford
    replied
    oh and regarding:
    Originally posted by Nergal View Post
    ...-heads with no blodd: WTF!! I’ll upload the right versions asap...
    I Did wonder if it was just me! looking forward to new ones now!

    Originally posted by Nergal View Post
    ...@osjclatchford: the original animation was much longer and fluid but I didn’t want to impact the loading time so much; now it’s reduced to a bunch of frames and slowled to conceal the jumps.
    It lasts roughly the duration of the fight, but you can tweak the Animap parameter, as Seven said...
    Yeah, I suddenly realised that the animation is made to represent ch'thon getting damaged/hotter as the fight progresess, not a throbbing glow as I wrongly assumed, as you say it all depends on how quick your average leveltime is on e1m7!

    thanks and keep up the good work guys

    Leave a comment:


  • osjclatchford
    replied
    Its down to his position on the map and in turn the position of the ambient light.
    he is in shadow because he is being sillouetted by the main source of light in the room, the open sky above/behind him, at least iI asuume as much,

    Leave a comment:


  • BEEF34T3R
    replied
    Hmm, started with new cfg, luma overbright issue is gone, thanks!

    Another strange thing is Chton lighting. When it raises from lava, it's too dark:



    But then he quits the shadow, catches some light and looks fine:



    Same thing happens with the default cfg

    Is it normal, or i have to tweak cfg or script?

    Leave a comment:


  • AAS
    replied
    @Negral
    Both of scrag download links points to a same file (http://quakeone.com/reforged/Bestiar...crag_alt_02.7z)

    Leave a comment:


  • Seven
    replied
    lol, you are right Nergal.
    First do the 3, then do the 14

    Could you then (as a compromise) give us the beautiful lava nail ammo b_boxes skins beforehand ?
    That would be really nice

    Now I´ll stop to spam this thread and leave you alone to concentrate on your work.

    All the best for you and your team.
    Seven

    Leave a comment:


  • Nergal
    replied
    @Seven: Shub has only 5 frames because it also needs alpha channels on the normal to show the blood, while Chthon is only animated.
    I preferred to lower the animation quality in favour of the texture quality, because 1) not all the engines support shaders 2) you can use a single frame if you don't want it animated.

    Now Nergal,
    on with the Dissolution of Eternity skins
    Due to the fact, that for Mission Pack 1 High Res skins are already available (by Fragger).
    SoA -> 3 new skins
    DoE -> 14 new skins

    Leave a comment:


  • Seven
    replied
    Nergal,

    thank you for your words.
    Did LH limited the animation quantity to 5 ?
    I can hardly believe it.
    Normaly you can add up to 8 textures.
    But thats still few...

    Regarding Chton´s skins:
    What you could do is use the "normal" quality skins for him.
    Hell, thats still 1024+1024.
    Difference is hard to see in-game while fighting.

    But you will reduce significantly loading map time.


    Now Nergal,
    on with the Dissolution of Eternity skins
    Due to the fact, that for Mission Pack 1 High Res skins are already available (by Fragger).

    Kind Regards,
    Seven

    Leave a comment:


  • Nergal
    replied
    Thanks guys,
    we’re glad you like the skins and we’re ready to fix all the little mistakes made here and there:
    -heads with no blodd: WTF!! I’ll upload the right versions asap
    -typos in the shader file: corrected file + comments if you want to change things
    -website wrong links

    Tell me if something’s missing.



    @osjclatchford: the original animation was much longer and fluid but I didn’t want to impact the loading time so much; now it’s reduced to a bunch of frames and slowled to conceal the jumps.
    It lasts roughly the duration of the fight, but you can tweak the Animap parameter, as Seven said.

    @ BEEF34T3R: it’s better to tweak your settings than deleting _luma files. Trust me

    @Seven: yup, but it’s all thanks to Lordhavok for having implemented the shader support, even if partially.
    You can’t imagine how much we downgraded from our original concepts: for example, Shub should have had also veins pumping blood but it wasn’t feasible with only 5 frames

    I started making animations for normal monsters too (remember the bleeding zombie?), but stopped soon because there’s no enough time to look at the skin before you’ve to kill the monster, so it seemed a bit worthless to me.

    I’d really like to have the same shader complexity as when I used to make q3 maps, or at least a few parameters of choice (q3map_fur please )

    @ooppee: yup, it depends a lot from your settings, there's no way but tweak them if you don't want to conform yours to ours.
    Last edited by Nergal; 12-09-2010, 12:38 PM.

    Leave a comment:


  • LambentHammerBurst
    replied
    The luma maps are great in Reforged, but IMO they need to have their brightness reduced by 50-75%.
    However it all depends on your preferences. Some find them great as is, others want them gone and myself - I keep them but reduce the effect.

    Leave a comment:


  • Seven
    replied
    @ BEEF34T3R

    your screen WITH luma look wired to me.
    Your config seems to have an issue ?

    Your complete monster body is totally overbright with luma.
    That is not normal in my opinion.
    Do you use parallax mapping ?

    I would start again with a new fresh config file.
    Adding RT world, then RT shadows, then Parallax mapping one after the other.

    These are mine (using Reforged skins):

    with luma
    without luma


    On top of that:
    Just as osjclatchford mentioned.
    It is difficult to create luma, gloss, or glow textures.
    You need the right hand and sense for it.
    You can always change it with a regular freeware picture editor.

    Kind Regards,
    Seven

    Leave a comment:


  • osjclatchford
    replied
    must admit it can seem better on some monsters but it all depends on the enviroment.
    you will loose the glowing eys etc on some critters but its all down to taste in the end...

    *edited*
    also, skins with no luma file tend to exaggerate the low-poly nature of the model they are on as the dp rt-lighting tends to 'black-out' any areas in shadow without luma, where as with the luma in place, the detail (from the luma texture) will 'shine' through the shadows, creating a smoother transition between light and dark. (this is why most lumas are oftimes simply slightly darker versions of the main file, except for lights/glowing eyes etc... as these are intended to always be seen at 100% visibility, no matter what the lighting)

    OR
    put simply; lumas = textures/skins that ignore darkness/shadows.

    (please correct me if I'm wrong)
    Last edited by osjclatchford; 12-10-2010, 02:09 AM.

    Leave a comment:

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