Amazing how little (32x32 pixels) image can irritate human being... Thank you for this, Hipshot. Small leak might be a result of using external compiler. I should have thought about it. Now I will be able to begin tests.
Posts by Conrad Justin
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Thank you! I try my best to find time between University lectures and tutorials. However layout is basically done. Now its time for lighting, item placement and bot support which can be pretty troublesome...
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Hello! Good luck! Yes indeed: The community is superb. This is my very first time with Quake and I would be limping and left far behind but for the great community support!
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Amazing sculpture and cool textures! Keep it up, sir!
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I thought this was unneccesary, I 'll do that.
Welcome my dear friend: Gorgo:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/gorgo1.jpg]
He said that he needed proper stone texture and new set of teeth. Damn. So litlle time to finish this map and fix all bugs.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/gorgo2.jpg]
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Thanks, Obsidian! Is there a way to build .aas file? In editor AAS: Compile AAS"C:/GtkRadiant-1.6.4-20131213/bspc" -optimize -forcesidesvisible -bsp2aas "C:/Quake III Arena/baseq3/maps/reco-r3.map" >"C:/GtkRadiant-1.6.4-20131213/junk.txt" BSPC log:optimize = trueforcesidesvisible = truebsp2aas: C:Quake III Arenabaseq3mapsreco-r3.bsp to C:Quake III Arenabaseq3mapsreco-r3.aas And lots of these: (...)two tiny brushestwo tiny brushessplit not on both sidessplit not on both sidessplit not on both sides(...)Tried parent Is this a result of so called T-shapes? I just read that I have to have this in mind from very beginning of the mapping. Shall I start brushwork from scratch? Does detail brushes count? I might remove most of them just for aas compilation??In the end there is no .aas file built whatsoever. I cannot test map in Quake.

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Thanks! I'm happy you like it!
Now terrain blending works (thanks to new compiler and Hipshot's help)
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week5-2.jpg]
Here is the shader Im using for candle. I have 2 32x32 textures: fire.tga with alpha channel and fire2.jpg without. In q3ase it is displayed perfectly but in game it doesn't work.
Code
Display Moretextures/map_reco/fire { qer_editorimage textures/map_reco/fire.tga surfaceparm trans qer_trans 1 q3map_surfacelight 8000 q3map_backsplash 4 24 { map textures/map_reco/fire.tga blendfunc blend rgbGen identity } { map textures/map_reco/fire2.tga blendfunc add rgbGen wave noise 0 1 2 0.3 } { map $lightmap blendfunc filter rgbGen identity tcGen lightmap } }[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week5-1.jpg]
It seems that it emits light as it should but does not give transparency and wave effect. What did I do wrong?
EDIT: I will have test version for beta plays ready by the end of next week!
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Superb. There is lots of ups and downs along the way but progress is inevitable:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-6.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-7.jpg]
Thanks, Hipshot for checking it out. You have been very helpful for me.
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I got q3map2_fs_20g and unpacked it in C:GtkRadiant-1.6.4-20131213, but editor stopped working:
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-5.jpg]
This was one of the1 dlls I replaced
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Thanks, but I can't see it in-game anyway!

[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-3.jpg] [Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week4-4.jpg]
So I have two questions now: How do I make map look pretty in this engine? Cause it looks like light is a bit buggy, screenshots I make are in low quality...
It also seems that q3ase preview shows shaders differently then game.
This is the shader for my terrain. I added few lines but it technicly should work ...
Code
Display Moretextures/map_reco/terrain2 { qer_editorimage textures/map_reco/mossy_ground.tga q3map_clipmodel q3map_nonplanar q3map_shadeangle 140 { map textures/map_reco/sand.tga rgbGen identity } { map textures/map_reco/mossy_ground.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphagen vertex rgbGen identity } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO rgbGen identity } } -
Superb work of art! (I had no idea that quake maps can be that beautiful). Vegetation is a very good call, sky gives it amazing atmosphere, textures are flawless (I look up to those ornaments) and lighting is just perfect. Piece of hard work.

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There is no such thing as stupid questions
Contest ends December the 3rd
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Texturing models (512x512 texture)
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-4.jpg]
And creating other textures.
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-5.jpg]
It seems my terrain vertex blending does not work in the editor (only one texture is displayed) What could go wrong?
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Looks very authentically, amazing attention to details!
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Red-top,
orange-2nd floor
green-1st floor
blue-underground passage
[Blocked Image: http://cdn.makeagif.com/media/10-31-2014/e2IG1z.gif]
How to improve lighting on models? Can this be achived by sky shader?
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If I can then here it is: 1K textures on the rock models
I also started reading shader tutorials. Q3ASE is amazing! I must admit that its much easier to learn when the community is helpful and there are plenty of high quality tutorials out there.[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-2.jpg]
[Blocked Image: https://dl.dropboxusercontent.com/u/90490112/week3-3.jpg]
What software would you recomend for skybox creation?
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Thanks! What are the texture size limitations? Can I use jpg/tga 1024x1024 textures?
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Good luck! Simplicity is a good principle.
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Isn't cgtextures.com free to use for the quake mapping? I strongly suggest checking it out!
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Okey, now comes the question: How to check which brush it is inside the editor? I can remove brush in the .map text file but I would prefer to know which one it is rather than to remove it blindly. Is that even possible?
Edit1: Seriously whenever I remove "bugged brush" (that seems like totaly normal brush) it finds another errored brush:
Entity 0, Brush 174: MAX_BUILD_SIDES
Map file:
https://dl.dropboxusercontent.com/u/90490112/reco-v1.map
All right! I made it working:
- Looked into .map text file,
- scrolled down
- I saw the brush that had 400 lines at least

- I removed it (I suspect I removed half of the entire map at least)
- BSP builds now. Still something about brush degenerate plane appears.

Edit: How can you guys work with this software, seriously?
