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Caldera by Joacim "Grillet" Rappu

  • Grillet
  • October 13, 2014 at 2:34 PM
  • Sprony
    • November 12, 2014 at 8:12 AM
    • #21
    Quote from Grillet

    Done a first pass on the lighting. Noticed that the level is in general a bit too dark, so I need to brighten it up. Also might need to add some more stuff on the walls to break up the tiling and make them a bit more fun to look at.

    [Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-13-44-42.png[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-13-53-13.png[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-14-01-46.png[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-14-04-75.png[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-14-10-48.png[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-14-20-26.png[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-14-40-63.png[Blocked Image: http://static.mapcore.org/public/style_i…/attachicon.gif]quake3 2014-11-10 13-14-52-87.png


    How are things progressing?

  • Grillet
    • November 12, 2014 at 8:50 AM
    • #22
    Quote from SpronyvanJohnson

    How are things progressing?

    Slowly forward. Mostly artsy stuff left.

  • Grillet
    • November 14, 2014 at 9:18 AM
    • #23

    Is there any solution to remove these spots?

  • g0th
    • November 14, 2014 at 11:06 AM
    • #24

    Have you tried to bump up the lightmap resolution?

  • Grillet
    • November 14, 2014 at 11:35 AM
    • #25
    Quote from g0th

    Have you tried to bump up the lightmap resolution?

    Yeah, it only made the spots smaller.

  • Daniel Nilsson
    • November 14, 2014 at 3:04 PM
    • #26

    Built w/ what settings?


    Have noticed some spots w/ fast test gtk-radiant but these settings in Q3Map2 Toolz I don't get spots.

    "[GtkRadiantpath]q3map2.exe" -meta -v "[levelpath.bsp]"

    "[GtkRadiantpath]q3map2.exe" -vis -v "[levelpath.bsp]""[GtkRadiantpath]q3map2.exe" -light -bounce 8 -dirty -fast -filter -patchshadows -samples 3 -v "[levelpath.bsp]" And I haven't even changed lightmap res. probably should though... Where's the settings for that?

  • Hipshot
    • November 14, 2014 at 3:44 PM
    • #27

    The best way to go about this, I would say is to create a group and use the flags


    _lightmapscale with a value of perhaps .25, that will give you ha lightmap on the group that is 4x the normal one. I use this all the time where I feel it's needed.

  • Grillet
    • November 14, 2014 at 4:08 PM
    • #28

    Managed to remove the worst ones by setting the lightmap resolution to 0.25 and added _receiveshadows with a value of 1 and _castshadows with a value of 0. Still got some small spots in the picture, but they disappear when I do a more advanced build. Picture is Fast Test with Q3Map2 Toolz.

    Thanks for the help.

  • Grillet
    • November 19, 2014 at 12:58 PM
    • #29

    Been reworking the layout some and would like some playtesting for some feedback before I start finalizing the map.

    Here's a link: https://dl.dropboxusercontent.com/u/64384600/q3dmcalderav4.pk3
    I think I did it correctly with the .pk3 file.

  • Thurnip
    • November 19, 2014 at 3:23 PM
    • #30

    hum.... my quake3 are not running this :/

    usually i set sv_pure 0 and run the map using devmap mapname.bsp...

    This should work, right?

  • Obsidian
    • November 19, 2014 at 3:47 PM
    • #31

    devmap mapname (without the extension)

  • fKd
    • November 19, 2014 at 8:09 PM
    • #32

    you need to add a levelshot dir with a pic for the map (jpg/tga fine) to be displayed in the menues, and a .arena file in a shaders dir. an arena file is just a txt file with the file extension changed from .txt to .arena


    here is an example of a .arena file from q3dmp29.arena:


    {
    map "q3dmp29"
    longname "Jackal"
    bots "ranger grunt sarge"
    fraglimit 20
    timelimit 20
    type "ffa tourney"
    }


    so all up you should have a levelshot dir, a shaders dir and a maps dir.


    hope that helps.

  • fKd
    • November 19, 2014 at 8:22 PM
    • #33

    hmmm the map still would not run... odd.


    ahh this error popped up "Z_Free: memory block wrote past end"


    looks like this thread has the fix for ya.


    http://forums.warchest.com/showthread.php…-write-past-end

  • Grillet
    • November 20, 2014 at 12:14 PM
    • #34

    Can't really get the .pk3 file to work. Will look more into it later today.

    Here is just the .aas and .bsp that you can put in the maps folder and hopefully it should run.
    https://dl.dropboxusercontent.com/u/64384600/caldera.zip

  • Z(Rus)
    • November 20, 2014 at 12:31 PM
    • #35

    how much time you spent on compiling this maps?

  • Grillet
    • November 20, 2014 at 1:03 PM
    • #36
    Quote from Z(Rus)

    how much time you spent on compiling this maps?

    Full final with Q3Map2Toolz takes approximately ~5 minutes.

    .aas file takes approximately ~1 minute.

    Map is not optimized in any way and I probably won't have time to do it either.


    Edit: Managed to fix the .pk3 file I think.

    Link: https://dl.dropboxusercontent.com/u/64384600/q3dmcalderav4.pk3

  • Z(Rus)
    • November 20, 2014 at 2:26 PM
    • #37

    Fuuuuuuu... my map compiled 2 hours

  • Obsidian
    • November 20, 2014 at 4:25 PM
    • #38

    If you're doing things properly (detail brushes, hints, etc.) most maps should take only a few minutes for BSP and VIS. Light stage can take a while depending on a bunch of factors.

  • fKd
    • November 20, 2014 at 8:40 PM
    • #39

    First pk3 stuff. Almost, but not quite there yet.


    1: You dont need to add a shaders dir if you have no custom shaders.


    2: You can get rid of the .txt file. you only need the .arena file.


    If i was you i'd download a custom map and take a look at the file structure. I'd recommend one of the new maps at ..:lvl. Both Cityy and Pat H have a nice new map right there on the front page. These guys have good file structure as they are old hands with the q3 engine. http://lvlworld.com/


    Works now and its fun to play! YAY!!


    Visuals


    The visuals need quite a lot more polish. You have some nice combinations of textures and the layout has lots of really nice ideas but with these kind of maps you should have a good long look at some of the default q3 maps. Take note of the little details here and there that tie the visuals together... i think that will help you.


    Gameplay


    i feel like some of the corridors are a bit long and the rail gun kind of becomes a bit op. Maybe add a few objects to break some the areas with long lines of sight?


    Can the bots reach the quad? If not that might be a bit rough on the poor we guys


    How did you get the bots jumping to the rail gun that is on that pillar? (nice touch)


    The yellow armor where you have to jump across a bunch of pillars should prolly be switched to a red armor.


    Summery


    Well done mate, this engine is fiddly and your progress has been really great. Looking forward to playing the map once its in its final form. Good job and good luck


    *one last thing. Before taking your lvlshot bring down the console and type /cg_draw2d 0 and /cg_drawgun 0 This gets rid of the hud and other stuff.

  • Grillet
    • November 21, 2014 at 12:00 PM
    • #40
    Quote from fKd

    *feedback*

    PK3 stuff:

    I was messing around to try to get it to work and this is how it looked when I got it to work. Will create a proper one for later versions. Will also check the structure on other maps.


    Visuals:

    Will look more into it. Still have a lot of work with the visuals left. Hopefully I will make it in time.


    Gameplay:

    Will try to mix it up/add cover when working on the visuals to nerf the railgun.

    Bots can't reach the quad. Don't really know how to fix it without adding a jump pad though, will see if I can find something to make it work.


    I didn't do anything to make the bots jump over to the railgun. It's just working.


    Could work with a red armor there. I can make a version with the red armor and see how it plays out.


    Thanks for the feedback!

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