Contest Rules
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Re: Contest Rules
Posted by fishy on Fri Apr 23rd at 8:50am 2004


i've still not voted, so i don't know how the numbers stand. if flatshading is a contender, would someone please say whats the best option for me to vote against it.

this could have been a lot cleaner if it was individual yay/nay polls on each of the above options.





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Re: Contest Rules
Posted by KingNic on Fri Apr 23rd at 9:08am 2004


Fishy & Cassius, I thought like the both of you about flatshading, until i decided to try it. Try creating a quick map with flatshading before making your mind up. [addsig]



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Re: Contest Rules
Posted by Hugh on Fri Apr 23rd at 9:23am 2004


? posted by KungFuSquirrel
remember - if you're using flat colored textures, you have no need to maintain texture scale. You can scale to your hearts content, and provided you use the appropriate hlrad flag to prevent lightmaps from scaling with the texture (flashlight, rocket trails, etc), you can save a decent bit of polys on larger chunks of geometry.

Pardon my idiocy, but what flag is that?





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Re: Contest Rules
Posted by KingNic on Fri Apr 23rd at 10:02am 2004


-notexscale [addsig]



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Re: Contest Rules
Posted by fishy on Fri Apr 23rd at 10:13am 2004


? posted by KingNic
Fishy & Cassius, I thought like the both of you about flatshading, until i decided to try it. Try creating a quick map with flatshading before making your mind up.

too late.

tbh, i was 100% against the idea until you posted your pics. they softened me up a bit. but i realised when Reno mentioned that they were 'the most realistic' so far that it was the realism in them that i liked. lots of grays like lots of realistic cement. and how much nicer they could look with even the simplest of textures to embelish them. so as it wasn't the flat shading that i liked after all, i'm 100% against it again [as a basis for a competition].

my eyes hurt just thinking about some of the maps that could come out of this.





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Re: Contest Rules
Posted by Adam Hawkins on Fri Apr 23rd at 10:27am 2004


What if the contest theme was to be abstract/realism?

That pretty much covers all corners, with the flat-shading falling into the abstract category?

[addsig]




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Re: Contest Rules
Posted by scary_jeff on Fri Apr 23rd at 10:39am 2004


What nic has done is a lot more along the lines of what I was thinking of. Has anybody got a link to a flatshaded Q3 competition?



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Re: Contest Rules
Posted by Adam Hawkins on Fri Apr 23rd at 12:22pm 2004


http://www.planetquake.com/nunuk/geocomp2challengemaps.htm

There ya go Not all of them are flat-shaded though...

[addsig]




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Re: Contest Rules
Posted by ReNo on Fri Apr 23rd at 12:23pm 2004


http://www.planetquake.com/nunuk/geocomp2challengemaps.htm

Check those out guys, surely if our efforts can't sway you, these things can!

EDIT: FGS that keeps happening to me lately! [addsig]




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Re: Contest Rules
Posted by Adam Hawkins on Fri Apr 23rd at 12:27pm 2004


Heh, beat you to it [addsig]



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Re: Contest Rules
Posted by Kain on Fri Apr 23rd at 4:20pm 2004


It may sound dumb after 6 pages, but what is exactly flatshaded ?

I mean is it like rendering a map without Rad (or Vis) ?





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Re: Contest Rules
Posted by Wild Card on Fri Apr 23rd at 4:26pm 2004


? posted by Kain

It may sound dumb after 6 pages, but what is exactly flatshaded ?

I mean is it like rendering a map without Rad (or Vis) ?

Your not the first to ask. Put your 3D view in VHE to flat and you'll get the idea. Also, look through this thread and the other comp thread and look at the pictures.

Or look at the following textures:
crete3_wall
oxy (plain one)
fuel (plain one)

[addsig]




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Re: Contest Rules
Posted by ReNo on Fri Apr 23rd at 4:42pm 2004


Those aren't flatshaded textures wild, they are just fairly basic textures. Look at the textures "{blue", "red", "green" and the like. In other words, make a map using textures made up of just one flat colour. [addsig]



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Re: Contest Rules
Posted by Wild Card on Fri Apr 23rd at 4:46pm 2004


well, they're close enough for me. but you are the winner [addsig]



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Re: Contest Rules
Posted by half-dude on Fri Apr 23rd at 5:55pm 2004


I voted for themed map [addsig]



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Re: Contest Rules
Posted by DocRock on Fri Apr 23rd at 7:02pm 2004


Flatshaded would be cool...especially if there was a flatshaded sky to go with...and flatshaded models...etc

/me votes for flatshaded





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Re: Contest Rules
Posted by ReNo on Fri Apr 23rd at 7:19pm 2004


I made a flatshaded skybox for my volcano island map, its extremely simple to do In fact, flatshading is the only way I could possible do this map and get the skybox to work well, as it needs to represent a huge expanse of water and a realistic look would never look static like the flatshaded sky does. I must say that the weapon models and player models do look horribly out of place in the map though! [addsig]



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Re: Contest Rules
Posted by Tracer Bullet on Fri Apr 23rd at 9:01pm 2004


I smell a not-so small mod project. Reskin everything with flatshadeing!



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Re: Contest Rules
Posted by ReNo on Fri Apr 23rd at 10:15pm 2004


A flatshaded skin, how would that work? Just make sure each obvious "component" of a gun is a different block of colour? [addsig]



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Re: Contest Rules
Posted by KungFuSquirrel on Fri Apr 23rd at 10:20pm 2004


And turn off smoothing groups

[addsig]





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