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DM-Reco by Conrad "Justin" Slawinski

  • Conrad Justin
  • October 11, 2014 at 4:51 PM
  • Conrad Justin
    • November 22, 2014 at 7:51 PM
    • #61

    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

  • 1nfern0
    • November 22, 2014 at 10:29 PM
    • #62

    You forgot the .arena file, without it you can't see nor select your map in the menu.

  • Conrad Justin
    • November 23, 2014 at 11:30 AM
    • #63

    Thanks but it doesn't work nevertheless.

    Code
    -----------------------
    ----- Server Shutdown -----
    ==== ShutdownGame ====
    AAS shutdown.
    ---------------------------
    Z_Malloc: failed on allocation of 4528408 bytes from the main zone
  • 1nfern0
    • November 23, 2014 at 1:23 PM
    • #64

    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.

  • Conrad Justin
    • November 23, 2014 at 4:38 PM
    • #65

    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?

    • Elevator is broken
    • Lighting issues I will fix
    • brushwork
    • finishing models and sorting out textures
    • create a dome and to start working on visual improvements
    • try to get bots working
    • Adding more items
  • Conrad Justin
    • November 25, 2014 at 7:32 PM
    • #66

    Ok. I proudly present to you beta version of the map.


    Download link:


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


    Known bugs:

    • Ivy shader doesn't work and I have no idea why. EDIT: Okey. I know now.
    Code
    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
    	}
    }
    Display More
    • Skybox is not yet fixed
    • No teleport model yet! You will have to find it other way
    • No bot support yet!

    I am opened for any feedback!

  • Conrad Justin
    • November 25, 2014 at 9:54 PM
    • #67

    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]

  • Conrad Justin
    • November 26, 2014 at 9:35 PM
    • #68

    [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

  • Conrad Justin
    • November 28, 2014 at 11:26 PM
    • #69

    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

    Code
    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
    	}
    }
    Display More

    IVY shader isn't fully fixed as you can see on the screenshot. What am I doing wrong?


    ONLY FEW DAYS LEFT!

  • phantazm11
    • November 28, 2014 at 11:46 PM
    • #70

    That ivy looks like it needs an alpha channel

  • Conrad Justin
    • November 29, 2014 at 8:56 PM
    • #71

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/close2.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/close1.jpg]


    time out:

    Now bugs:

    • Ivy has no lightmap and looks creepy. When I add lightmap stage it renders black texture around that should be transparent! Blendfunc of the lightmap was "filter"
    • I tried fixing skybox with Hipshot's fix and it worked but lighting crashed (safe_malloc failed on allocation of 290455552 bytes). I checked without it it renders fine!
    • This terrible bug|: Ivy not only casts shadows (it should not) but is visable through stained glass![Blocked Image: https://dl.dropboxusercontent.com/u/90490112/bug-ivy.jpg]

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


    To do:

    • more light sources
    • fixing ivy shader
    • (...)?
    • Working on the basement right now. Adding more ribbon vaulting and curves as well as details and textures
  • Conrad Justin
    • November 29, 2014 at 11:24 PM
    • #72

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

  • Conrad Justin
    • November 30, 2014 at 8:26 PM
    • #73

    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/closin1.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/closin3.jpg]

  • Obsidian
    • December 1, 2014 at 1:35 AM
    • #74

    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:

    Code
    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
    	}
    }
    Display More

    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.

    Code
    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.

  • Conrad Justin
    • December 1, 2014 at 7:39 PM
    • #75

    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.


    Code
    "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"
    Code
    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
    Display More
  • Conrad Justin
    • December 1, 2014 at 8:02 PM
    • #76

    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!

  • Daniel Nilsson
    • December 1, 2014 at 9:09 PM
    • #77

    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.

  • Conrad Justin
    • December 2, 2014 at 8:11 PM
    • #78

    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

  • Daniel Nilsson
    • December 2, 2014 at 8:41 PM
    • #79

    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?

  • Conrad Justin
    • December 2, 2014 at 11:14 PM
    • #80

    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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