depends on the surfaces. imho most brickwork is best without it, especially where it induces shadows on the roof - definitely best to not smooth across those different textures.
the rocky areas are definitely improved though, its just not a 1-size-fits-all deal.
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Arcane Dimensions
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Yea, that new lighting is looking great! The contrast between the before and after is huge!
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Originally posted by Hipnotic Rogue@Dutch: Bugger. I just took it as read that AD was releasing this weekend when I saw your post. I've been counting the days! Still, good things come to those who wait.
I did not know QuakeSpasm was capable of rendering shadows. How does that work?
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That mid air shadow thing happens to me quite regularly in Quakespasm... I'm guessing it's a QS quirk - a Quirkspasm, if you will.
@Dutch: Bugger. I just took it as read that AD was releasing this weekend when I saw your post. I've been counting the days! Still, good things come to those who wait.
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on the rocks it looks nice... but imo the new lighting doesnt look good on the castle.
if the structure of castle itself were more rounded the lighting would look great,
but with how angular the buildings are the new smooth lighting just looks kinda of
it seems to completely smooth out shadowing of all of the sharp corners and make them appear round instead of sharp,
and it seems to create some weird shadowing at the bottom of the roof-tops which shouldnt be there
also, whats up with the mid-air shadow of that archer?
does he have a magical shadow like peter pan?Last edited by talisa; 06-17-2016, 08:31 AM.
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Thanks nahuel, gdiddy62 and Hipnotic Rogue.
@talisa, I did put a lot of floor details into ad_mountain, there are plenty of special secret rooms to find with candles, skulls and broken swords. It certainly makes a level space feel more used, I just need to create more misc models!
@Dutch, AD 1.5 is not this weekend, its soon! Hopefully this month.
Some more screenshots showing the new phong lighting system for Quake
Before -> After (External links unfortunately)
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Absolutely gorgeous.
I can honestly say that I'm more excited for this than Quake Champions!
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loving the tree and the decorations in the last pic <3
having decoration and such in place always helps to instantly make any place feel more alive and real
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Originally posted by sock View PostYou better hurry up! AD 1.5 will have even more new maps to get crushed on! and yes Hard/Nightmare skills are suppose to be a challenge. There is no shame in playing on normal or easy skill to get use to all the new monsters and map layouts first. We did not spend all that time making multiple skill levels for everyone to play it on one skill level!?!
In my opinion, the harder the better! I love a challenge. Nothing makes a game more entertaining than getting creative because ammo is short and baddies are plentiful...and nothing makes it more frightening than when you have to run like hell to survive.
"* Triggered and fading fog support to change throughout a map
* Tons of ambient sounds to bring any new map to life"
Those two made a world of difference in the atmosphere. Good job.
EDIT: I also thought it was really neat to see some DM maps turned SP...if you ever get to it, DM2 would make an awesome conversion map for SP as well.
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Originally posted by evil_presley View PostAD is absolutely stunning - so is Quoth & SMC ofc. i seriously hope to see future iterations/merged versions of them.
i didn't know about Drake mod, will check it out now. anything else i missed that's noteworthy?
Arcane Dimensions on the other hand is designed as a toolbox for level designers, with plenty of documentation and example maps to explore. Here is a quick summary of some of the new features:
* Many new monster types (20+) with new game code and behaviours
* Full compliment of monsters for different styles (base and medieval)
* Respawning enemies that appear from summoning type creatures
* Monsters that understand and interacting with breakables
* Full gib system with unique models for most enemies
* Easy to use bmodel breakable system with plenty of default setups
* Particle system that automatically works for Fitz and DP engines
* Debuff system for poison, flame and bleeding special attacks
* Massive collection of new trap entity types to surprise the player
* Greatly extended train and path_corner system for minecart fans
* An extensive RPG ammo resistance system (with many new surprises)
* Triggered and fading fog support to change throughout a map
* Tons of ambient sounds to bring any new map to life
* Most original ID items remade with better UV/Skins
* All QC source files included so that anyone can understand how it works!
* Large collection of new and remake maps to explore with many secrets!
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