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DM-Reco by Conrad "Justin" Slawinski

  • Conrad Justin
  • October 11, 2014 at 4:51 PM
  • Conrad Justin
    • October 11, 2014 at 4:51 PM
    • #1

    Hello! Here I am, participating, trying to figure out the layout.


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/map-progress01.jpg]


    Final version updated:


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/final6.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/final5.jpg]


    Final version with sound and all that:

    https://dl.dropboxusercontent.com/u/90490112/reco.pk3

    Good luck to all participants!

  • jameswilddev2
    • October 11, 2014 at 6:27 PM
    • #2

    Looks very open plan! Like.

  • Conrad Justin
    • October 13, 2014 at 10:23 PM
    • #3

    Week 1 update: Modeling props for modular geometry

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week1.jpg]

  • Conrad Justin
    • October 15, 2014 at 8:52 PM
    • #4

    Last day of the week 1:


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week1-2.jpg]


    Top down layout.


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week1-3.jpg]

  • Conrad Justin
    • October 15, 2014 at 10:02 PM
    • #5

    I have a question:How to move camera around in the perspective view in Radiant? It seems that whenever I try to do so (right mouse click it gets stuck in this option and I can't toggle it off (I have to alt-tab the window)

  • Z(Rus)
    • October 16, 2014 at 8:09 AM
    • #6

    right mouse button activates and deactivates the camera in the 3D window

    use arrow keys to move camera

    ctrl+mouse move / ctrl+shift+mouse move - add more functional for camera movement


    in win7 sometimes the camera in 3D window can buggy

  • Conrad Justin
    • October 16, 2014 at 8:02 PM
    • #7

    Thanks, Z! but still the camera in the 3D window does not deactivate, while I press right mouse button again. (I'm on Win 8 recently). Is this possible to work within netradiant and then convert map into radiant? I have more experience with netradiant (several Xonotic maps) and regardless similar interface its completly different program to me.

    Good luck mate!

  • Conrad Justin
    • October 16, 2014 at 9:25 PM
    • #8

    Week 2 progress: Trying to finish the layout in the middle and slowly moving to the outskirts.

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-1.jpg]

  • Conrad Justin
    • October 18, 2014 at 10:52 AM
    • #9

    Week 2 continuation: Wooden constructions on the construction site (don't mind the metalic and concrete textures- they will be replaced)

    Whats the maximum poly amount? Lets say I create a rock model that has 1000 faces and then duplicate it 10 times. Is it okey? How can I increase the lightmaps qiuality on models?


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-2.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-3.jpg]

  • Conrad Justin
    • October 18, 2014 at 11:11 PM
    • #10

    Okey. Before I start modeling I just wanted to show you the main layout idea. I am thinking about adding basement going beneath the map (straight across) but maybe this would be too much. I hope you can figure something out from this top-down view - I tried making it as clear as possible


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-4.jpg]


    What would you prefer as a player: Jumppads, smooth ramps or perhaps a staircases? At this stage its easy for me to swap them because layout is still changing.

  • jameswilddev2
    • October 18, 2014 at 11:18 PM
    • #11

    I'm liking the planks; most Quake maps are very regular and lean heavily on patterns in their geometry. Is that BSP? How is it to run on?

    Also, is that some bloom? Is that something stock Q3 can do? I recall Jedi Knight having bloom but I thought that was a custom extension.

  • Conrad Justin
    • October 19, 2014 at 2:45 PM
    • #12

    Nah. screenshot was done in Xonotic, because I used it for quick testing (sorry about it - I just wanted to show the layout progress) Today I finally launched map on Quake, so don't worry. Mind that I am a beginner in quake.


    I have a question: I put an orign (pivot poiint) of my models on the model's bottom and when I place them in Radiant the pivot point is usually inside brushes. I think this might have an impact on the compiling process or even game performance. Is that correct? Shall I locate pivot points of my models in the centers and place them so they don't intersect with brushes?

  • jameswilddev2
    • October 19, 2014 at 2:53 PM
    • #13

    That's a good question actually - my entire map is being done as big static room-sized mesh chunks. At present, I'm exporting them in such a way that there's a big pile of meshes around 0, 0, 0, but the content of those meshes is usually about 2000 units away. If I understand from what I've been reading, misc_model is compiled into the map itself. I suspect, but cannot yet confirm, that this means the transform is baked into the mesh and the pivot point is lost completely.

  • Hipshot
    • October 19, 2014 at 4:39 PM
    • #14

    If you can, don't sink model origins into brushes.

  • Conrad Justin
    • October 19, 2014 at 5:35 PM
    • #15

    Thank you, Hipshot, I will try avoiding it. With this in mind I see no other issues that could prevent me from start modelling apart from poly count I suppose. Is there particular number we should abide? I know this sounds like a newbie qustion but I don't want to end up with totaly broken performance. I have stronkTM computer but some might not.


    jameswilddev2 - The planks are bsp - detail brushes. Easy to adjust, fun to run on (no clipping issues)

  • Hipshot
    • October 19, 2014 at 7:40 PM
    • #16

    I'm not sure what the tri-count are these days, but I try to be around 40k (but I have gone far beyond). The best way would be to look at the most advanced levels in QL and see.

  • Conrad Justin
    • October 22, 2014 at 8:08 PM
    • #17

    Thanks Hipshot! Pretty busy with University but here is:

    Models (In the end I will have them replaced with BSP.)+ terrain with vertex paint. I guess it works in Quake, right?


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-5.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week2-6.jpg]

    Looks like this block on the bottom will be an elevator for construction workers. Don't judge textures, please. This will come in the final steps.

  • Conrad Justin
    • October 23, 2014 at 10:30 PM
    • #18

    I have a terrain model with vertex paint (2 textures). How can I get it working in Quake? How the shader should look like?

    rockblend{dpoffsetmapping - 2 match8 184q3map_baseShader textures/map_reco/grassblendqer_editorimage textures/map_reco/grassblend.tga {map textures/map_reco/mossy_ground.tga } {map textures/map_reco/mud.tgablendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphagen vertex} {map $lightmapblendfunc GL_DST_COLOR GL_ZEROrgbGen identity } }Thats what I would use in Xonotic. But it seems to be not working. How to tell the quake that this particular model has vertex color on it?

  • cityy
    • October 24, 2014 at 9:23 AM
    • #19

    Maybe this helps: http://www.simonoc.com/pages/articles/terrain2_1.htm

  • Conrad Justin
    • October 24, 2014 at 7:59 PM
    • #20

    Thanks, Cityy! So this works only to brushes? Damn. I allready made models.

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