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DM-Reco by Conrad "Justin" Slawinski

  • Conrad Justin
  • October 11, 2014 at 4:51 PM
  • Obsidian
    • November 6, 2014 at 4:44 AM
    • #41

    IIRC, Q3Map2 does support vertex RGBA colours on model materials, but the ASE model format only supports RGB. This is why Q3Map2_fs was hacked to (somewhat incorrectly) use the RGB values on ASE models as the vertex alpha value. I believe if using other model formats like OBJ you can skip the use of Q3Map2_fs completely, but I've found getting OBJ materials out of 3ds Max and into Q3 difficult so I never investigated this further.


    Otherwise, sock has some great terrain tutorials that are defintely worth the read:

    http://www.simonoc.com/pages/articles.htm

  • Conrad Justin
    • November 9, 2014 at 12:04 AM
    • #42

    Superb. There is lots of ups and downs along the way but progress is inevitable:

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-6.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-7.jpg]


    Thanks, Hipshot for checking it out. You have been very helpful for me.

  • Sprony
    • November 9, 2014 at 8:01 AM
    • #43

    Holy shit, this is starting to look sweet!

  • Conrad Justin
    • November 9, 2014 at 8:59 PM
    • #44

    Thanks! I'm happy you like it!

    Now terrain blending works (thanks to new compiler and Hipshot's help)

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week5-2.jpg]


    Here is the shader Im using for candle. I have 2 32x32 textures: fire.tga with alpha channel and fire2.jpg without. In q3ase it is displayed perfectly but in game it doesn't work.

    Code
    textures/map_reco/fire
    {
    	qer_editorimage textures/map_reco/fire.tga
    	surfaceparm trans
    	qer_trans 1
    	q3map_surfacelight 8000
    	q3map_backsplash 4 24
    	{
    		map textures/map_reco/fire.tga
    		blendfunc blend
    		rgbGen identity
    	}
    	{
    		map textures/map_reco/fire2.tga
    		blendfunc add
    		rgbGen wave noise 0 1 2 0.3 
    	}
    	{
    		map $lightmap 
    		blendfunc filter
    		rgbGen identity
    		tcGen lightmap 
    	}
    }
    Display More

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week5-1.jpg]


    It seems that it emits light as it should but does not give transparency and wave effect. What did I do wrong?

    EDIT: I will have test version for beta plays ready by the end of next week!

  • Hipshot
    • November 9, 2014 at 10:31 PM
    • #45

    Remove the lightmap.

  • Obsidian
    • November 10, 2014 at 6:30 PM
    • #46

    Also not sure if you need that first stage, but if you do, I'm pretty sure you also want that to have blendFunc add.

  • Conrad Justin
    • November 11, 2014 at 12:58 PM
    • #47

    Thanks, Obsidian! Is there a way to build .aas file? In editor AAS: Compile AAS"C:/GtkRadiant-1.6.4-20131213/bspc" -optimize -forcesidesvisible -bsp2aas "C:/Quake III Arena/baseq3/maps/reco-r3.map" >"C:/GtkRadiant-1.6.4-20131213/junk.txt" BSPC log:optimize = trueforcesidesvisible = truebsp2aas: C:Quake III Arenabaseq3mapsreco-r3.bsp to C:Quake III Arenabaseq3mapsreco-r3.aas And lots of these: (...)two tiny brushestwo tiny brushessplit not on both sidessplit not on both sidessplit not on both sides(...)Tried parent Is this a result of so called T-shapes? I just read that I have to have this in mind from very beginning of the mapping. Shall I start brushwork from scratch? Does detail brushes count? I might remove most of them just for aas compilation??In the end there is no .aas file built whatsoever. I cannot test map in Quake.

  • Hipshot
    • November 11, 2014 at 1:30 PM
    • #48

    Did you place botclip brushes around the level? You should cover _everything_ that is not needed for the bots with this to optimize, even out the ground, cover small details, lower the sky etc

  • Conrad Justin
    • November 11, 2014 at 4:02 PM
    • #49

    I thought this was unneccesary, I 'll do that.

    Welcome my dear friend: Gorgo:

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/gorgo1.jpg]


    He said that he needed proper stone texture and new set of teeth. Damn. So litlle time to finish this map and fix all bugs.

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/gorgo2.jpg]

  • BJA
    • November 12, 2014 at 6:30 AM
    • #50

    Love all the little details you put in there, really great progress!

  • g0th
    • November 12, 2014 at 10:20 AM
    • #51

    Looks cool and well on your way. Keep it up!

  • Conrad Justin
    • November 12, 2014 at 3:46 PM
    • #52

    Thank you! I try my best to find time between University lectures and tutorials. However layout is basically done. Now its time for lighting, item placement and bot support which can be pretty troublesome...

  • Hipshot
    • November 12, 2014 at 4:26 PM
    • #53

    If you have issues with your aas generation, I can take a look at it, I won't optimize the level or any such thing, but I can see what the technical error is. This help ofc extends to everyone in this contest.

  • Hipshot
    • November 13, 2014 at 12:55 PM
    • #54

    Ok, so I took a look at this level, that Conrad sent to me.

    The issue here is that the fire2.jpg is faulty, it's probably saved with some compression not compatible with Q3, if you save it as a tga or a regular jpg, it works. This gave the error "Requested feature was omitted at compile time" and forced Q3 to quit while loading the level.

    You should also know, that the level has a leak in it, there's a gap in the skybox.

  • Conrad Justin
    • November 13, 2014 at 1:34 PM
    • #55

    Amazing how little (32x32 pixels) image can irritate human being... Thank you for this, Hipshot. Small leak might be a result of using external compiler. I should have thought about it. Now I will be able to begin tests.

  • Hipshot
    • November 13, 2014 at 1:57 PM
    • #56

    Nah, the leak is here, has nothing to do with "external" compilers.


    [Blocked Image: http://i.imgur.com/WI7IViY.png]

  • Conrad Justin
    • November 20, 2014 at 9:24 PM
    • #57

    Sorry for delay. I don't yet have everything sorted out. I had my computer down and plenty of things on my mind but last 2 days I've been mapping like crazy! I can see a lot of submissions are being polished and everything starts looking beautiful ( I will post my opinions as soon as possible) Here are the problems I have encountered.

    • I created skybox and I have issue (I tried using the "solution" but It didn't work - Can I have it saved as 512x512 .tga 24 bit?)
    • The candles shader is way too bright (with similar settings before it was much darker! Could skybox have affected it?)
    Code
    textures/map_reco/fire
    {
    	qer_editorimage textures/map_reco/fire.tga
    	surfaceparm trans
    	cull disable
    	deformVertexes autosprite
    	qer_trans 1
    	q3map_surfacelight 6000
    	q3map_backsplash 4 24
    	{
    		map textures/map_reco/fire.tga
    		blendfunc add
    		rgbGen identity
    	}
    	{
    		map textures/map_reco/fire2.tga
    		blendfunc add
    		rgbGen wave noise 0 1 2 0.3 
    	}
    }
    Display More

    Its only 32x32 and I read that surfacelight parameter has to be pretty large on those. Im building my map with q3map2-fs


    Now time for some screenshots:

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-7.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-2.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-3.jpg]


    And too bright interior with lots of candles:

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week6-6.jpg]

  • Hipshot
    • November 21, 2014 at 6:58 AM
    • #58

    I would remove the lightimage stage in the shader and just use point lights where needed, I think that's a better way of controlling light.


    What was the issue with the sky and why would that be fixed if you save it as a tga (which you can do ofc)?

  • Conrad Justin
    • November 21, 2014 at 8:02 AM
    • #59

    Skybox has black lines on the edges of its cubic shape (see the screenshots). This is the known solution: http://www.quakewiki.net/archives/speedy/tut_sky.htm

    However thin black lines still remain. I will try figuring that out. Any help of what could have gone wrong would be great.

  • Hipshot
    • November 21, 2014 at 9:18 AM
    • #60

    Try this

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