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Eternity Changes by Daniel "Nisse" Nilsson

  • Daniel Nilsson
  • October 21, 2014 at 8:21 PM
  • Daniel Nilsson
    • November 12, 2014 at 7:40 PM
    • #21
    Quote from phantazm11

    About the spots...there could be a light buried somewhere in that brush. I've had that error, but it has been a long time and I can't quite remember the cause.

    Also...if you edit the shader, make sure you copy the shader into your own shader file or you run the risk of ruining other shaders in the game.


    I think I added it right, made a .shader file in the 'scripts' folder and wrote it into the shaderlist.txt

  • phantazm11
    • November 12, 2014 at 8:07 PM
    • #22

    Yes, that is perfect

  • Daniel Nilsson
    • November 13, 2014 at 1:03 AM
    • #23

    Oh shit what the hell am I still doing up at this hour!? Messing around with light and build settings will do that to you... Any way, here's some screens:

    [Blocked Image: http://i.imgur.com/QxLGR0u.jpg]


    [Blocked Image: http://i.imgur.com/ctuqBQq.jpg]


    [Blocked Image: http://i.imgur.com/ZVcOBno.jpg]


    [Blocked Image: http://i.imgur.com/2BCw5mG.jpg]

  • Sjonsson
    • November 13, 2014 at 8:03 AM
    • #24

    Last time I saw this there was now lights and no textures, quite a big change! Nice job, looking forward to play it!

  • Flipout
    • November 13, 2014 at 8:39 AM
    • #25

    That's looking real good! especially the last shot.

  • cityy
    • November 13, 2014 at 10:11 AM
    • #26

    Looks like it is going somewhere. It's a pity I can't comment as much as I would like to


    Edit: This does obviously apply to all other entries as well.

  • Hipshot
    • November 13, 2014 at 10:11 AM
    • #27

    Hey, that looks really cool, nice =)

    Make sure you weapclip the floor on the last shot, so rockets and grenades won't get stuck on all the small things sticking out.

  • Hipshot
    • November 13, 2014 at 10:21 AM
    • #28
    Quote from Daniel Nilsson

    I think I added it right, made a .shader file in the 'scripts' folder and wrote it into the shaderlist.txt


    Not only do you need to copy it into your own shaderfile, make sure you rename it, just moving the shader won't work.


    If the shader was named sfx/hellfog2000 make sure it's named like daniel/hellfog2000

  • Daniel Nilsson
    • November 13, 2014 at 11:47 AM
    • #29

    Yeah did just forgot to write it. But thanks for looking out for my errors!

  • Daniel Nilsson
    • November 24, 2014 at 9:44 PM
    • #30

    Have worked a bit on the main outside area. will add some more details and work on light. But an alpha is on it's way will probably upload it within 24 hours.


    [Blocked Image: http://i.imgur.com/1mtNZho.jpg]


    [Blocked Image: http://i.imgur.com/XiAS8Fc.jpg]

  • Daniel Nilsson
    • November 25, 2014 at 1:15 PM
    • #31

    "I'll just spice up this 45 degree doorway , with some quick patchwork" - Famous last words


    JK but first I did some quite tricky windows on a diagonal path and now an arch and it becomes a bit tricky rather quick


    Next map I'll do in this type of editor I'll try to minimize this at the planning phase.

  • Daniel Nilsson
    • November 25, 2014 at 4:06 PM
    • #32

    I have some serious trouble with the compiling a .aas if someone would like to take a look at the .map file I would be beyond grateful! Like sacrifice first-born grateful(mild exaggeration)... https://www.dropbox.com/s/8wt03fyii1yfhhe/dmdn.map?dl=0

  • Hipshot
    • November 25, 2014 at 5:05 PM
    • #33

    Hmm, I had no issues compiling and playing the level with bots


    bspc.exe -bsp2aas dmdn.bsp -forcesidesvisible -optimize

  • Daniel Nilsson
    • November 25, 2014 at 6:48 PM
    • #34

    What?

    I really don't get this...

    I've tried from within radiant, from Map2Toolz and I've tried with a batch file...


    Within radiant the monitor window times out, but if I shut down monitoring It writes to a log file. No really apparent errors.


    Same w/ Q3Map2Toolz no apparent errors it seems to run.

    But within Q3 it fails to initilze aas when adding bots...


    I might be doing something wrong with the .bat file though cause that closes immedietly


    makeAAS.bat looks like this

    Code
    "F:GtkRadiant-1.6.4-20131213bspc.exe" -bsp2aas "F:Quake III Arenabaseq3mapsdmdn.bsp" -forcesidesvisible -optimize -reach

    something weird with it?

  • Daniel Nilsson
    • November 25, 2014 at 7:31 PM
    • #35

    Tried to write out log file what happend when using the batch file


    just got this. Looks like I'm doing something wrong but can't figure out what.

    Code
    Opened log bspc.log
    BSPC version 2.1h, Aug 24 2013 23:20:03
    forcesidesvisible = true
    optimize = true
    Usage:   bspc [-<switch> [-<switch> ...]]
    Example 1: bspc -bsp2aas d:quake3baseq3mapsmymap?.bsp
    Example 2: bspc -bsp2aas d:quake3baseq3pak0.pk3maps/q3dm*.bsp
    
    
    Switches:
       bsp2aas  <[pakfilter/]filter.bsp>    = convert BSP to AAS
       reach    <filter.bsp>                = compute reachability & clusters
       cluster  <filter.aas>                = compute clusters
       aasopt   <filter.aas>                = optimize aas file
       aasinfo  <filter.aas>                = show AAS file info
       output   <output path>               = set output path
       threads  <X>                         = set number of threads to X
       cfg      <filename>                  = use this cfg file
       optimize                             = enable optimization
       noverbose                            = disable verbose output
       breadthfirst                         = breadth first bsp building
       nobrushmerge                         = don't merge brushes
       noliquids                            = don't write liquids to map
       freetree                             = free the bsp tree
       nocsg                                = disables brush chopping
       forcesidesvisible                    = force all sides to be visible
       grapplereach                         = calculate grapple reachabilities
    
    
    BSPC run time is     0 seconds
    Closed log bspc.log
    Display More

    Also tried to reinstall radiant if something was broken, no change.

  • Hipshot
    • November 25, 2014 at 8:08 PM
    • #36

    Try and do what I do, place bspc.exe inside your /maps folder instead and take it from there, use a line like mine, well, use my line and see if that works =)

  • Hipshot
    • November 25, 2014 at 8:08 PM
    • #37

    It looks like it doesn't run at all so, I'm guessing that's because it can't find the map or something.

  • Daniel Nilsson
    • November 25, 2014 at 8:17 PM
    • #38

    Ok now it runs, and it looks like it finishes but no .aas file turns up... The last thing in bspc.log is Tried parent....

  • Daniel Nilsson
    • November 25, 2014 at 9:12 PM
    • #39
    Quote from Hipshot

    Hmm, I had no issues compiling and playing the level with bots


    bspc.exe -bsp2aas dmdn.bsp -forcesidesvisible -optimize


    I tried making a simple room with 2 rooms and hallway, spawnpoints and a weapon and then I've got an .AAS... So that means the method should work.


    But on the other hand you managed to get one... What compile options did you use to create a bsp?

  • Hipshot
    • November 25, 2014 at 9:49 PM
    • #40

    I just took the settings from a previous level


    q3map2.exe -bsp -meta -samplesize 16 -v "..baseq3maps%Input%.map"

    q3map2.exe -vis -v -saveprt "..baseq3maps%Input%"

    q3map2.exe -light -patchshadows -fast -samples 6 -gamma 2 -compensate 2.5 -v -bounce %Input2% -threads 4

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