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Conrad Justin

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Everything posted by Conrad Justin

  1. 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!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
  2. Took me 3 days to implement this dome with all textures and stuff. I think it was worth it. I am expanding buttress system, making it capable of bearing the weight of the broken dome 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 } } IVY shader isn't fully fixed as you can see on the screenshot. What am I doing wrong? ONLY FEW DAYS LEFT!
  3. 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
  4. Hey fKd. I know Quake only from watching some duels on YT and from playing it just recently (mapping contest) but hopefully I will give you a feedback that map deserves. First of all: Map looks really sweet. contradiction Symmetry of layout - harmony and peace Amazing verticalism - quite scary, acrophobic Style and ideas Somehow you made concrete and wood planks fit together! I don't know about mixed industrial style but perhaps map could use some green? Plants, green light... Lamp model should be replaced (mabye its just personal taste) Pilars in the middle (those with fancy shiny texture) could use an item and a jumppad (on the top one perhaps ) that makes you jump to MH. So it's like you jump from the top platform (RA) on this pilar and jumps up to the mega. Dunno. I was so happy when I made grenade jump from the top platform to mega! Its so challenging!
  5. Spronyvan Johnson: I can't launch the server! It makes me wait while it counts to nobody knows what number... is it down? I tested all maps singleplayer tough and I must sayits pretty awesome (especially q3dmp29). Is this strange names of the map necessity? Do I have to call my map q3dreco1 ?
  6. Here is beta of Reco: https://dl.dropboxusercontent.com/u/90490112/reco.pk3 Thanks for hosting it for testing!
  7. 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. 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 } } 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!
  8. 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
  9. Thanks but it doesn't work nevertheless. ----------------------- ----- Server Shutdown ----- ==== ShutdownGame ==== AAS shutdown. --------------------------- Z_Malloc: failed on allocation of 4528408 bytes from the main zone
  10. 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
  11. Skybox has black lines on the edges of its cubic shape (see the screenshots). This is the known solution: http://www.quakewiki.net/archives/speedy/tut_sky.htm However thin black lines still remain. I will try figuring that out. Any help of what could have gone wrong would be great.
  12. Good luck you. Toxic style! I think one of the things I really like about this competition that there is no style restrictions (perhaps) and everyone is creating something totally different. You might say: We are testing the old engine with new tricks.
  13. Looks like futuristic romanesque architecture. I like the simple geometric design. How did you managed such staircase? Brushwork? Whats the height of each step? 8?
  14. Sorry for delay. I don't yet have everything sorted out. I had my computer down and plenty of things on my mind but last 2 days I've been mapping like crazy! I can see a lot of submissions are being polished and everything starts looking beautiful ( I will post my opinions as soon as possible) Here are the problems I have encountered. I created skybox and I have issue (I tried using the "solution" but It didn't work - Can I have it saved as 512x512 .tga 24 bit?) The candles shader is way too bright (with similar settings before it was much darker! Could skybox have affected it?) textures/map_reco/fire { qer_editorimage textures/map_reco/fire.tga surfaceparm trans cull disable deformVertexes autosprite qer_trans 1 q3map_surfacelight 6000 q3map_backsplash 4 24 { map textures/map_reco/fire.tga blendfunc add rgbGen identity } { map textures/map_reco/fire2.tga blendfunc add rgbGen wave noise 0 1 2 0.3 } } Its only 32x32 and I read that surfacelight parameter has to be pretty large on those. Im building my map with q3map2-fs Now time for some screenshots: And too bright interior with lots of candles:
  15. 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.
  16. 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...
  17. 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!
  18. Amazing sculpture and cool textures! Keep it up, sir!
  19. I thought this was unneccesary, I 'll do that. Welcome my dear friend: Gorgo: 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.
  20. 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 = true forcesidesvisible = true bsp2aas: C:Quake III Arenabaseq3mapsreco-r3.bsp to C:Quake III Arenabaseq3mapsreco-r3.aas And lots of these: (...) two tiny brushes two tiny brushes split not on both sides split not on both sides split 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.
  21. Thanks! I'm happy you like it! Now terrain blending works (thanks to new compiler and Hipshot's help) 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. textures/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 } } 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!
  22. Superb. There is lots of ups and downs along the way but progress is inevitable: Thanks, Hipshot for checking it out. You have been very helpful for me.
  23. I got q3map2_fs_20g and unpacked it in C:GtkRadiant-1.6.4-20131213, but editor stopped working: This was one of the1 dlls I replaced
  24. Thanks, but I can't see it in-game anyway! 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 ... textures/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 } }
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