1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Vault
  3. Past Contests
  4. Quake 3 15th Anniversary Contest

DM-Reco by Conrad "Justin" Slawinski

  • Conrad Justin
  • October 11, 2014 at 4:51 PM
  • Despair
    • October 24, 2014 at 9:35 PM
    • #21

    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.

  • phantazm11
    • October 24, 2014 at 10:02 PM
    • #22

    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?

  • Conrad Justin
    • October 25, 2014 at 2:50 PM
    • #23

    I'm using .ASE with vertex paint on! Thanks in advance for helping me.

  • phantazm11
    • October 25, 2014 at 3:42 PM
    • #24

    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.

  • Conrad Justin
    • October 26, 2014 at 12:32 AM
    • #25

    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

  • fKd
    • October 26, 2014 at 2:15 AM
    • #26

    MAX_BUILD_SIDES = you got a brush that has too many sides aka is too complex.

  • Conrad Justin
    • October 26, 2014 at 10:39 AM
    • #27

    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?

  • Hipshot
    • October 26, 2014 at 10:56 AM
    • #28

    Misc menu in radiant has a find brush entry.

  • Daniel Nilsson
    • October 27, 2014 at 9:12 AM
    • #29

    I think you can fix the degenerate planes with "clean up brushes" look under Plug ins.

  • Conrad Justin
    • October 29, 2014 at 5:42 PM
    • #30

    Thanks! What are the texture size limitations? Can I use jpg/tga 1024x1024 textures?

  • fKd
    • October 29, 2014 at 7:45 PM
    • #31

    you sure can

  • Conrad Justin
    • October 30, 2014 at 8:28 PM
    • #32

    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?

  • Conrad Justin
    • October 31, 2014 at 1:05 PM
    • #33

    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?

  • Conrad Justin
    • November 1, 2014 at 9:18 PM
    • #34

    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?

  • Hipshot
    • November 1, 2014 at 11:33 PM
    • #35

    You can't see the blend inside radiant, cause it's a ingame feature after compile.

  • Conrad Justin
    • November 5, 2014 at 10:54 AM
    • #36

    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
    textures/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
    
    
    } 
    }
    Display More
  • Hipshot
    • November 5, 2014 at 4:35 PM
    • #37

    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 =/

  • Conrad Justin
    • November 5, 2014 at 9:00 PM
    • #38

    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

  • Hipshot
    • November 5, 2014 at 11:48 PM
    • #39

    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
    @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
    Display More
  • Hipshot
    • November 5, 2014 at 11:49 PM
    • #40

    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.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™