Name: Arthur de Padua
Nick: Thurnip
Map: Brutal Lab
Download: https://dl.dropboxusercontent.com/u/5442600/q3trnp1.pk3
Name: Arthur de Padua
Nick: Thurnip
Map: Brutal Lab
Download: https://dl.dropboxusercontent.com/u/5442600/q3trnp1.pk3
finished!
Do you guys think it's too dark?
at home was ok, but here at work seems a little bit darker than i expected ![]()
finished the map. Now sealing it to get a RC version asap...
Then, if enough time, i can try work on details a little more
zzzzzz
worked all the sunday... and today night.
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0059.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0058.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0057.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0056.jpg]
now i think i'm trying to make it look the same all the map. Today i think i have different vibes in each area... so im trying to unify it ![]()
Download file updated (all leaked lol)
All the tex looks very sharp
are you using only custom? or some stock textures as being used?
im having some trouble to make a shader to be used as circular flare...
I have a thurnip_fx.shader file on scripts folder. on this.shader file i have this shader:
textures/thurnip/fx_flareRed
{
surfaceparm nolightmap
surfaceparm nomarks
cull disable
deformVertexes autosprite
{
clampmap textures/thurnip/fx_flareRed.tga
rgbGen wave sin 0.5 0.5 0 0.2
tcMod rotate 20
alphaFunc GE128
}
{
clampmap textures/thurnip/fx_flareRed_stripe.tga
blendfunc add
rgbGen wave sin 0.5 0.5 0 0.2
tcMod stretch sin 1.1 0.1 0 0.2
}
}
Display More
My idea is to have a circular glow on a layer, and a horizontal stripe of light on other layer. Both will scale up and down using sin.
I'm havin some trouble because neither quake3 or q3ase are loading my fx_flareRed.tga and the stripe file file. I think
using this assets.
https://dl.dropboxusercontent.com/u/5442600/fx_flareRed.tga
https://dl.dropboxusercontent.com/u/5442600/fx_flareRed_stripe.tga
there's some catch to make those guys load the assets?
Update:
omg, it's working. As always, human mistake. ![]()
here's the final result
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shader.gif]
And yet, my Q3Ase is not loading the assets.... Any idea if there's some config i must setup ?
yesterday update. Minos suggested me some cool tips to improve the overall look of this area ![]()
thanks mate
before
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0037.jpg]
After
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0038.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0039.jpg]
hummmm i have ubuntu installed on another partition, i use it to scan with a very old scanner that runs on a scsi controller card. But since my scanner died, im not using it anymore. This recovery process works fine on sdd? i tried recovering using a random soft i downloaded, but the .map file was corrupted and (apparently) old.
i'll try to recover using ubuntu. Meanwhile, i setup a very clean install in other hdd... outside (scumbag) steam. Right now i'm working on a 2 day old version of the map. Lost around 7 hours of work.
Thanks for the tips ![]()
Nice. I asked Steam to delete Team Arena, to try fix that texture issues.
Steam deleted all my quake3 folder and started downloading Q3A from scratch.
All .map deleted.
I have a version at office but I think i lost all my Saturday and sunday work.
adding some details, but yet a little lost and confuse about how to make it look more interesting ![]()
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0035.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0036.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0037.jpg]
About overall brightness:
In my Q3 client, the map looks fine, but in screenshots looks very dark, There's a good way to see if the map is with a good ambient light?, not too dark, not too bright?
i was about to upload a new version, but there's not much changes and one trim texture is missing. Also, the tex is still missing when running TA. So no idea where that texture came from. I think i need to clean up my q3 (working) folder. ![]()
i've selected a bunch of materials from stock q3 to use in the map... Cool all those stuff is modular ![]()
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/materials.jpg]
1: thanks!
2: oh, ok!
3: i'm using group to keep easy to select stuff on radiant. eg. stairs, or a piece of detailed wall.
4: thanks!
Missing texture: strange. I'm only using stuff from base_wall, base_floor from default quake. I'll set up a clean install to search for the missing tex. Thanks!
Update: Fixed the missing tex. i was using base_wall/basewall04_rept, replaced using base_wall/basewall04 and it's working now. Thanks !
some new images
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0022.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0023.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0024.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0025.jpg]
today i added some items and detailed the higher corner of the map... probably i'll comeback on that area in a future.
and today's build... with working bots, probably ![]()
http://arthurdepadua.com/labs/leveldesign/q3trnp1.pk3
Please, comments are appreciated
I'm a little insecure about the gameplay...
Oh, and i gathered some questions i have, maybe there's someone around who could help me
1-Some places im using texture with scale 0.25 instead of the default value of 0.5. This is a good pratice? this can break my map? or is just a matter of size of texels? And there's someway to make the default value to be .25? cause sometimes i need to change this value everytime i apply a texture to a brush
2-What is the different between nodraw and caulk?
3-using func_group is a good pratice? it have any impact on the game itself, or it's just a way to keep elements together, inside gtkradiant?
4- On some brush faces pointing up to the sky, should I use sky texture or caulk texture on those faces? i'm using sky texture...
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?
[edit]
oh, now the bots are working ![]()
Thanks!
I remade the acid chamber. now has a glass case with that gourgeous alien pattern... Idea taken from q3dm11, deva station.
There's a heavy armor on that green spot.
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0013.jpg]
two more before going to sleep
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0014.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0015.jpg]
i think the shadows are too hard, too dark.
Are you planning more lights to change this?
keep it on ![]()
hahaushduahsduafpjkasfl;kjawsf
at first, it was bad... then got worse
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0002.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0003.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0004.jpg]
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/shot0005.jpg]
Working the visuals. I want to use only stock textures ![]()
Screenshots are dark. I think my brightness setting on q3 is messed up.
And my radiant (1.6) is having some problems to compile bot files (aas, correct?)... there's some setting i need to change to make it work properly?
yesterday i worked a little on it ![]()
I tried to make a shader similar to quake1 splitgate to use on the teleport, but using Q3Ase i replace and lost my other shaders, for my other project ![]()
anyway, in feeling more comfortable using radiant and using shortcuts, and getting a little faster ![]()
[Blocked Image: http://arthurdepadua.com/labs/leveldesign/15_layout_02.png]