Re: Contest Rules
Posted by Cash Car Star on
Thu Apr 22nd 2004 at 7:02pm
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I'm not gonna be competing, but I felt flat-shaded could use another vote.
Re: Contest Rules
Posted by Wild Card on
Thu Apr 22nd 2004 at 7:09pm
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Very nice indeed. Makes me think of Mario games on NES and of DocRock's Mario maps :smile:
Re: Contest Rules
Posted by ReNo on
Thu Apr 22nd 2004 at 11:27pm
Posted
2004-04-22 11:27pm
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R_speeds are a display of the render speed of the current scene. Basically, it tells you how many polygons are being rendered among other things. There is a tutorial about them here at the snarkpit, I recommend you read up as it will give a better description than I can here.
Re: Contest Rules
Posted by 7dk2h4md720ih on
Thu Apr 22nd 2004 at 11:32pm
Posted
2004-04-22 11:32pm
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Pipped at the post. :wink:
Re: Contest Rules
Posted by esechre on
Thu Apr 22nd 2004 at 11:55pm
Posted
2004-04-22 11:55pm
esechre
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nice but epilleptic fit inducing :razz: Jk, Looks fantastic CJ, but couldnt a player get lost if that level ever got large? Kind of hard to have landmarks when everythings black and white :razz: Maybe its a bit easier ingame, as you say.
Cant we just have both? I think the flat shaded people are getting greedy :biggrin: You want your flatshaded, and i want my themed! (Actually, i wanted my Single player, but i didnt get that did i? :sad: )
-BB
Re: Contest Rules
Posted by Crackerjack on
Fri Apr 23rd 2004 at 12:49am
Posted
2004-04-23 12:49am
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CJ, architecture looks amazing, but the colors are blinding and sometimes look miss placed. Try some easier colors on the eyes. And maybe a bit of light added to it. no to much though
Re: Contest Rules
Posted by Campaignjunkie on
Fri Apr 23rd 2004 at 1:09am
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I already toned down the white and black to some greys, but I'll tone it down a little more I guess.
Players... Will easily get lost, I think. I'm planning on making all of the rooms different enough so they all serve as "landmarks" so to say. Part of the "charm" of the experiment is the fact that's it's just 2 textures 32x32 textures. :razz: Might mix in a navy blue in some places too.
Re: Contest Rules
Posted by ReNo on
Fri Apr 23rd 2004 at 2:18am
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Its cool how everyone is developing their flatshaded maps in unique ways - yours is certainly the closest to realistic. I like the clean lines in your archictecture, and I'm particularly fond of the little building on the top of the right hand wall, very classy design to it despite being quite simple. Using lighting suits this one much better than it would in, for example, mine or CJs, but I think at the moment the lighting could use some improvement. Looks like you have some interesting fixtures but they need the actual lighting to be better developed.
Re: Contest Rules
Posted by Crono on
Fri Apr 23rd 2004 at 2:21am
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Nic, You could make that place look 'sterile' with a 'reflective' 'metalic' floor. Just a thought.
Re: Contest Rules
Posted by KingNic on
Fri Apr 23rd 2004 at 3:03am
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@ReNo - cheers. This was the first compile with lighting. The compile without looked horrendous so i stuck a few lights in and compiled, didnt get chance to tweak em. Used a light_environment to get some quick lighting in, but I'm going to remove that at some point and just use world lights.
@Crono - I decided to go for the sterile look when i first saw this compiled. It reminds me of a lot of the early HL2 mod renders. Don't know what you mean by reflective metalic floor though, given that we're only allowed to use flat textures...
Oh, and are we allowed to use transparent textures as long as they are flat? I wouldnt mind some grates for players to see through, but obviously r-speeds are gonna be horrendous if i do it by hand...
Re: Contest Rules
Posted by ReNo on
Fri Apr 23rd 2004 at 3:12am
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I'm personally using a couple of non-flat textures, such as the fades on my lighthouses, but I think provided its mostly flat shaded it should be fine :smile: Besides, the contest hasn't been determined yet, it might not be flat shaded...though even if it isn't we will still be gathering around Adam and throwing these things at him so keep it up regardless :wink:
Re: Contest Rules
Posted by ReNo on
Fri Apr 23rd 2004 at 3:39am
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You wouldn't have to double them, you could significantly decrease the brushwork detail on the reflection without anybody noticing the difference really.
Re: Contest Rules
Posted by Crono on
Fri Apr 23rd 2004 at 3:47am
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Thanks, A_S and Reno, you saved me two posts :smile:
Re: Contest Rules
Posted by ReNo on
Fri Apr 23rd 2004 at 3:50am
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Or maliciously stole two potential posts from you...whichever way you wanna look at it I guess :smile:
Re: Contest Rules
Posted by KungFuSquirrel on
Fri Apr 23rd 2004 at 4:13am
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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.
Re: Contest Rules
Posted by Forceflow on
Fri Apr 23rd 2004 at 5:48am
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I voted for flatshaded, but please, let someone release a wad with all the colours innit.
Re: Contest Rules
Posted by esechre on
Fri Apr 23rd 2004 at 6:53am
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thats class nic, good job. :smile: Im getting interested in flatshaded now. DAMN YOU ALL. stop flooding us with this flatshaded screenie propaganda :razz:
-BB
Re: Contest Rules
Posted by Cassius on
Fri Apr 23rd 2004 at 7:39am
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... and another contest goes to hell.
Re: Contest Rules
Posted by Adam Hawkins on
Fri Apr 23rd 2004 at 7:42am
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I'm going to make a wad with as many colours in as I can this weekend and i'll stick a link up here :smile:
Heh, I've a feeling this flat-shaded thing is going to outgrow the contest (if there is one...)
Re: Contest Rules
Posted by fishy on
Fri Apr 23rd 2004 at 8:50am
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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.
Re: Contest Rules
Posted by KingNic on
Fri Apr 23rd 2004 at 9:08am
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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.
Re: Contest Rules
Posted by Adam Hawkins on
Fri Apr 23rd 2004 at 10:27am
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2004-04-23 10:27am
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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?
Re: Contest Rules
Posted by scary_jeff on
Fri Apr 23rd 2004 at 10:39am
Posted
2004-04-23 10:39am
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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?
Re: Contest Rules
Posted by Adam Hawkins on
Fri Apr 23rd 2004 at 12:27pm
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2004-04-23 12:27pm
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Heh, beat you to it :biggrin:
Re: Contest Rules
Posted by Kain on
Fri Apr 23rd 2004 at 4:20pm
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It may sound dumb after 6 pages, but what is exactly flatshaded ?
I mean is it like rendering a map without Rad (or Vis) ?
Re: Contest Rules
Posted by ReNo on
Fri Apr 23rd 2004 at 4:42pm
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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.
Re: Contest Rules
Posted by Wild Card on
Fri Apr 23rd 2004 at 4:46pm
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well, they're close enough for me. but you are the winner
Re: Contest Rules
Posted by half-dude on
Fri Apr 23rd 2004 at 5:55pm
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I voted for themed map :smile:
Re: Contest Rules
Posted by DocRock on
Fri Apr 23rd 2004 at 7:02pm
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Flatshaded would be cool...especially if there was a flatshaded sky to go with...and flatshaded models...etc
/me votes for flatshaded
Re: Contest Rules
Posted by ReNo on
Fri Apr 23rd 2004 at 7:19pm
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I made a flatshaded skybox for my volcano island map, its extremely simple to do :smile: 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!
Re: Contest Rules
Posted by Tracer Bullet on
Fri Apr 23rd 2004 at 9:01pm
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I smell a not-so small mod project. Reskin everything with flatshadeing!
Re: Contest Rules
Posted by ReNo on
Fri Apr 23rd 2004 at 10:15pm
Posted
2004-04-23 10:15pm
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A flatshaded skin, how would that work? Just make sure each obvious "component" of a gun is a different block of colour?
Re: Contest Rules
Posted by KungFuSquirrel on
Fri Apr 23rd 2004 at 10:20pm
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2004-04-23 10:20pm
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And turn off smoothing groups
:razz: