Actually it does work on models. You just have to place the alpha volume brushes over the model (ie; in the editor, not part of the model itself) the same as you would if it were all brushes.
DM-Reco by Conrad "Justin" Slawinski
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Just to be clear you can vertex paint the models in your modeling program and get it to work without using alpha volume brushes. There are at least two different ways depending on the model format you are using. Are you using .lwo or .ase models?
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I'm using .ASE with vertex paint on! Thanks in advance for helping me.
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http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html
Try using this tutorial. This shows how to vertex paint, which you already know how to do, but it also gives tips on what version of q3map_2 to use and how to set up your shader. If you need further help, you might send Hipshot a message. He is a genius when it comes to this stuff.
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This tutorial is very simple and that's really kind of you that you took your time to post it

Week 3 image coming up.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-1.jpg]
It seems the map will have 4 levels overall and high unfinished dome in the centre (reconstruction of the 2 hundred years old cathedral).
The map's name : RECO
Edit:
Error: MAX_BUILD_SIDES
What's this? O_o
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MAX_BUILD_SIDES = you got a brush that has too many sides aka is too complex.
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Okey, now comes the question: How to check which brush it is inside the editor? I can remove brush in the .map text file but I would prefer to know which one it is rather than to remove it blindly. Is that even possible?
Edit1: Seriously whenever I remove "bugged brush" (that seems like totaly normal brush) it finds another errored brush:
Entity 0, Brush 174: MAX_BUILD_SIDES
Map file:
https://dl.dropboxusercontent.com/u/90490112/reco-v1.map
All right! I made it working:
- Looked into .map text file,
- scrolled down
- I saw the brush that had 400 lines at least

- I removed it (I suspect I removed half of the entire map at least)
- BSP builds now. Still something about brush degenerate plane appears.

Edit: How can you guys work with this software, seriously?

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Misc menu in radiant has a find brush entry.
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I think you can fix the degenerate planes with "clean up brushes" look under Plug ins.
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Thanks! What are the texture size limitations? Can I use jpg/tga 1024x1024 textures?
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you sure can
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If I can then here it is: 1K textures on the rock models
I also started reading shader tutorials. Q3ASE is amazing! I must admit that its much easier to learn when the community is helpful and there are plenty of high quality tutorials out there.[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-3.jpg]
What software would you recomend for skybox creation?
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Red-top,
orange-2nd floor
green-1st floor
blue-underground passage
[Blocked Image: http://cdn.makeagif.com/media/10-31-2014/e2IG1z.gif]
How to improve lighting on models? Can this be achived by sky shader?
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Texturing models (512x512 texture)
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-4.jpg]
And creating other textures.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-5.jpg]
It seems my terrain vertex blending does not work in the editor (only one texture is displayed) What could go wrong?
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You can't see the blend inside radiant, cause it's a ingame feature after compile.
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Thanks, but I can't see it in-game anyway!

[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-3.jpg] [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-4.jpg]
So I have two questions now: How do I make map look pretty in this engine? Cause it looks like light is a bit buggy, screenshots I make are in low quality...
It also seems that q3ase preview shows shaders differently then game.
This is the shader for my terrain. I added few lines but it technicly should work ...
Code
Display Moretextures/map_reco/terrain2 { qer_editorimage textures/map_reco/mossy_ground.tga q3map_clipmodel q3map_nonplanar q3map_shadeangle 140 { map textures/map_reco/sand.tga rgbGen identity } { map textures/map_reco/mossy_ground.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphagen vertex rgbGen identity } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO rgbGen identity } } -
You did export the ase with vertex colors and used Q3map2 FS to compile? If you are using the regular q3map2, then you can use alpha textured brushes to blend with. I'm not at home, so I can't really look up the exact names from here =/
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I got q3map2_fs_20g and unpacked it in C:GtkRadiant-1.6.4-20131213, but editor stopped working:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-5.jpg]
This was one of the1 dlls I replaced
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I would definitely NOT replace anything inside the radiant directory. Create a separate folder where you place your compile tools and run a batch file from outside radiant, here's the one I use.
Code
Display More@Echo off Echo Name of .map file: set /p Input= Echo Bounce these many times: set /p Input2= Echo Reticulating splines... Echo Compile began: >%Input%.log date /t >>%Input%.log time /t >>%Input%.log Echo. >>%Input%.log Echo ---- START BSP ---- >>%Input%.log Echo. >>%Input%.log "q3map2_fs_20g.exe" -bsp -meta -samplesize 16 -v "..baseq3mapsm8%Input%.map" >>%Input%.log Echo. >>%Input%.log Echo ---- END BSP ---- >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo ---- START VIS ---- >>%Input%.log Echo. >>%Input%.log "q3map2_fs_20g.exe" -vis -v -saveprt "..baseq3mapsm8%Input%" >>%Input%.log Echo. >>%Input%.log Echo ---- END VIS ---- >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo. >>%Input%.log Echo ---- START RAD ---- >>%Input%.log Echo. >>%Input%.log "q3map2_fs_20g.exe" -light -patchshadows -fast -samples 6 -gamma 2 -compensate 2.5 -v -bounce %Input2% -threads 4 "..baseq3mapsm8%Input%" >>%Input%.log Echo. >>%Input%.log Echo ---- END RAD ---- >>%Input%.log Echo. >>%Input%.log Echo Level compiled at: >>%Input%.log date /t >>%Input%.log time /t >>%Input%.log -
If you want me to take a look at your terrain, maybe you can zip down your level and assets and send them to me via a PM? I'll be glad to help out.
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