Contest Rules

Contest Rules

Re: Contest Rules Posted by Wild Card on Thu Apr 22nd 2004 at 6:56pm
Wild Card
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Posted 2004-04-22 6:56pm
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matt said:
voted for 'themed' And what the hell is 'flat shaded' exactley?
Look at the crete3_wall textures or the plain fuel and oxy textures.

Better yet you can always put your 3D view in "flat" mode
Re: Contest Rules Posted by Cash Car Star on Thu Apr 22nd 2004 at 7:02pm
Cash Car Star
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Posted 2004-04-22 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 7dk2h4md720ih on Thu Apr 22nd 2004 at 7:04pm
7dk2h4md720ih
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Posted 2004-04-22 7:04pm
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voted for 'themed' And what the hell is 'flat shaded' exactley?
You couldn't figure it out from the screenshots posted?

edit: Maybe you didn't see the other thread

User posted image :smile:

(Duncans work)
Re: Contest Rules Posted by Wild Card on Thu Apr 22nd 2004 at 7:09pm
Wild Card
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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 asterix_vader on Thu Apr 22nd 2004 at 11:25pm
asterix_vader
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whats r_speed ?
Re: Contest Rules Posted by Wild Card on Thu Apr 22nd 2004 at 11:26pm
Wild Card
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Posted 2004-04-22 11:26pm
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asterix_vader said:
whats r_speed ?
Permission to beat the living sh?t outa you? :biggrin:
Re: Contest Rules Posted by 7dk2h4md720ih on Thu Apr 22nd 2004 at 11:27pm
7dk2h4md720ih
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Posted 2004-04-22 11:27pm
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Re: Contest Rules Posted by ReNo on Thu Apr 22nd 2004 at 11:27pm
ReNo
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Posted 2004-04-22 11:27pm
ReNo
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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
7dk2h4md720ih
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Posted 2004-04-22 11:32pm
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Pipped at the post. :wink:
Re: Contest Rules Posted by Campaignjunkie on Thu Apr 22nd 2004 at 11:47pm
Campaignjunkie
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Posted 2004-04-22 11:47pm
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I'm not going to let ReNo steal all the attention here; just most of it. Enjoy below screens while your eyes commit suicide. (It's not as disorienting in-game as you think!) :smile:

User posted imagehttp://www.snarkpit.com/pits/campaignjunkie/monochrome04.jpg

User posted imagehttp://www.snarkpit.com/pits/campaignjunkie/monochrome04.jpg

User posted image
Re: Contest Rules Posted by Wild Card on Thu Apr 22nd 2004 at 11:50pm
Wild Card
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Thats nice :eek:
Re: Contest Rules Posted by esechre on Thu Apr 22nd 2004 at 11:55pm
esechre
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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
Crackerjack
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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
Campaignjunkie
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Posted 2004-04-23 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 KingNic on Fri Apr 23rd 2004 at 2:14am
KingNic
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Posted 2004-04-23 2:14am
KingNic
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http://www.gamesupply.co.uk/kingnic/screens/flat0001.jpg

I'm loving it :biggrin: Forget my earlier suggestion of pencil - i'm sticking with this. And that's lighting which is creating variation in the textures, otherwise the whole thing just looks crappy.
Re: Contest Rules Posted by ReNo on Fri Apr 23rd 2004 at 2:18am
ReNo
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Posted 2004-04-23 2:18am
ReNo
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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
Crono
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Posted 2004-04-23 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
KingNic
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Posted 2004-04-23 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
ReNo
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ReNo
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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 7dk2h4md720ih on Fri Apr 23rd 2004 at 3:15am
7dk2h4md720ih
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Posted 2004-04-23 3:15am
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Nic, he probably meant doing something like this but flatshaded http://www.snarkpit.com/editing.php?page=tutorials&id=58&highlight=reflective
Re: Contest Rules Posted by KingNic on Fri Apr 23rd 2004 at 3:36am
KingNic
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http://www.gamesupply.co.uk/kingnic/screens/flat0003.jpg

Trouble with doing that Alien_Sniper is r-speeds. I said I would go full-out for r-speeds on this map but I'm not comfortable with doubling them.
Re: Contest Rules Posted by ReNo on Fri Apr 23rd 2004 at 3:39am
ReNo
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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
Crono
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Posted 2004-04-23 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
ReNo
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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
KungFuSquirrel
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Posted 2004-04-23 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
esechre
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Posted 2004-04-23 6:53am
esechre
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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 KingNic on Fri Apr 23rd 2004 at 7:35am
KingNic
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Posted 2004-04-23 7:35am
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Forceflow, it isnt difficult to knock up a wad with some coloured textures in it. But anyways, here's one i knocked up in about 2 minutes:

http://www.gamesupply.co.uk/kingnic/files/flat.zip
Re: Contest Rules Posted by Cassius on Fri Apr 23rd 2004 at 7:39am
Cassius
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Posted 2004-04-23 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
Adam Hawkins
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Posted 2004-04-23 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
fishy
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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
KingNic
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Posted 2004-04-23 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 Hugh on Fri Apr 23rd 2004 at 9:23am
Hugh
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Posted 2004-04-23 9:23am
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KungFuSquirrel said:
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? :smile:
Re: Contest Rules Posted by KingNic on Fri Apr 23rd 2004 at 10:02am
KingNic
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-notexscale
Re: Contest Rules Posted by fishy on Fri Apr 23rd 2004 at 10:13am
fishy
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Posted 2004-04-23 10:13am
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KingNic said:
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. :rolleyes:

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. :rolleyes:
Re: Contest Rules Posted by Adam Hawkins on Fri Apr 23rd 2004 at 10:27am
Adam Hawkins
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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
scary_jeff
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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 12:22pm
Adam Hawkins
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http://www.planetquake.com/nunuk/geocomp2challengemaps.htm

There ya go :smile: Not all of them are flat-shaded though...
Re: Contest Rules Posted by ReNo on Fri Apr 23rd 2004 at 12:23pm
ReNo
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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!
Re: Contest Rules Posted by Adam Hawkins on Fri Apr 23rd 2004 at 12:27pm
Adam Hawkins
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Heh, beat you to it :biggrin:
Re: Contest Rules Posted by Kain on Fri Apr 23rd 2004 at 4:20pm
Kain
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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 Wild Card on Fri Apr 23rd 2004 at 4:26pm
Wild Card
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Kain said:
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)
Re: Contest Rules Posted by ReNo on Fri Apr 23rd 2004 at 4:42pm
ReNo
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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
Wild Card
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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
ReNo
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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
Tracer Bullet
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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
ReNo
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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
KungFuSquirrel
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And turn off smoothing groups

:razz: