Download link New version
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
Few things are still missing, and elevator doesn't work.
If anyone knows solution: Please: Do tell
Download link New version
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
Few things are still missing, and elevator doesn't work.
If anyone knows solution: Please: Do tell
You forgot the .arena file, without it you can't see nor select your map in the menu.
I can play it without a problem, and the only difference from my config to the default config are the increased hunkmegs
Try /com_hunkMegs 256 in the console and restart. Double check if q3 really increased the hunkmegs in your q3config.cfg under "seta com_hunkMegs "256"".
Big maps and mods needs more ram to start.
I will release new version very soon (by wednesday). Stay tuned
Can I somehow force /com_hunkMegs 256 so everyone who plays the map will have /com_hunkMegs 256 as they launch the map?
Ok. I proudly present to you beta version of the map.
Download link:
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
Known bugs:
textures/map_reco/ivy
{
qer_editorimage textures/map_reco.tga
surfaceparm nonsolid
surfaceparm trans
cull disable
polygonoffset
{
map textures/map_reco/ivy.tga
blendfunc blend
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
}
}
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I am opened for any feedback!
And screenshots ofc:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/ivy2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week-last.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week-last2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/yo-dome.jpg]
Part of the dome colapsed during earthQUAKE 15 years ago...
I ask for the feedback. It will be super helpfull. Download link is few posts before
Took me 3 days to implement this dome with all textures and stuff. I think it was worth it.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/dome1.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/dome2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/dome3.jpg]
I am expanding buttress system, making it capable of bearing the weight of the broken dome
textures/map_reco/ivy
{
qer_editorimage textures/map_reco/ivy.tga
surfaceparm nonsolid
surfaceparm trans
cull disable
polygonoffset
{
map textures/map_reco/ivy.tga
blendfunc blend
rgbGen identity
}
{
map $lightmap
blendfunc filter
rgbGen identity
}
}
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IVY shader isn't fully fixed as you can see on the screenshot. What am I doing wrong?
ONLY FEW DAYS LEFT! ![]()
That ivy looks like it needs an alpha channel
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/close2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/close1.jpg]
time out:
Now bugs:
DOWNLOAD:https://dl.dropboxusercontent.com/u/90490112/reco.pk3
To do:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/closin1.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/closin3.jpg]
For your ivy, the issue is depth testing. Your ivy's .tga file has an alpha channel, but the lightmap doesn't know that you want to use the same alpha channel on the lightmap as well. Depth testing tells the shader that you want to use the ivy's alpha channel for both shader stages. It works like this:
textures/map_reco/ivy
{
qer_editorimage textures/map_reco/ivy.tga
surfaceparm nonsolid
surfaceparm trans
surfaceparm alphashadow //uses alpha channel to cast shadows
cull disable
polygonoffset
{
map textures/map_reco/ivy.tga
alphaFunc GE128 //A.C. tonal values greater or equal to 128 are opaque
depthWrite //write this alpha channel to buffer
}
{
map $lightmap
blendfunc filter
depthFilter equal //apply the alpha channel in buffer to this stage
rgbGen identity
}
}
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Alternatively, if your shader doesn't need a lightmap, you might be able to get away with a vertex lit surface. Because this uses only a single shader stage, you don't need to do depth testing.
textures/map_reco/ivy_vertexlit
{
qer_editorimage textures/map_reco/ivy.tga
surfaceparm nonsolid
surfaceparm trans
surfaceparm alphashadow //uses alpha channel to cast shadows
cull disable
polygonoffset
{
map textures/map_reco/ivy.tga
blendFunc blend
rgbGen vertex //make this surface vertex lit
}
}
Display More
I'm not sure about your stained glass window issue, depth testing might fix that, but I don't know what the shader for that window looks like. It looks like you don't even need any special shader for that glass window, so maybe just make it an opaque normal texture.
Thank you! I still have one serious problem to face. aas for bot navigation. I created simpilified version of the map (no models, botclips, only 585 brushes, no patches) but still can't build the ass file. I covered everything with botclips. I don't know what might be wrong.
"C:/GtkRadiant-1.6.4-20131213/bspc" -optimize -forcesidesvisible -bsp2aas "C:/Quake III Arena/baseq3/maps/reco-r5.map" >"C:/GtkRadiant-1.6.4-20131213/junk.txt"
BSPC version 2.1h, Aug 24 2013 23:20:03
optimize = true
forcesidesvisible = true
bsp2aas: C:Quake III Arenabaseq3mapsreco-r5.bsp to C:Quake III Arenabaseq3mapsreco-r5.aas
-- Q3_LoadMapFromBSP --
Loading map from C:Quake III Arenabaseq3mapsreco-r5.bsp...
3122 triangles
90 patch tris
creating planar surface planes...
searching visible brush sides...
0 brush sides4412 brush sides textured out of 4412
-------- Brush CSG ---------
1156 original brushes
1026 output brushes
-------- Brush BSP ---------
1026 brushes
6459 visible faces
0 nonvisible faces
7596 total sides
Win32 multi-threading
1 threads max
depth first bsp building
Tried parent
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HELL YES! I built it! I removed almost whole map but ass has been created the geometry shall be the same though. Maps for a human being!
I had similiar problems, also got the "Tried parent" issue. The salvation was an older bspc.exe. If you get more issues you could scroll through my thread to find it.
I used the older bspc.exe and it took a while but it worked. HOWEVER when I launch the game with bots map works fine but bots ain't there.
Fatal: aas file maps/RECO-R6.aas is out of date
Fatal AAS not initialized
Might be a dumb "tech-supportish" question but you're sure you loading the right .bsp? So you don't load a version in a .pk3 when the bot support is for a uncompressed version in maps folder?
nah. I think it loads bsp from maps folder:
"C:/GtkRadiant-1.6.4-20131213/bspc" -optimize -forcesidesvisible -bsp2aas "C:/Quake III Arena/baseq3/maps/reco-r6-bots.bsp"
Okey. This might be final version: Plenty of things changed and hopefully improved:
Download
https://dl.dropboxusercontent.com/u/90490112/reco.pk3
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/final4.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/final5.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/final6.jpg]
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