Hipshot Posted October 19, 2014 Report Posted October 19, 2014 I'm not sure what the tri-count are these days, but I try to be around 40k (but I have gone far beyond). The best way would be to look at the most advanced levels in QL and see.
Conrad Justin Posted October 22, 2014 Author Report Posted October 22, 2014 (edited) Thanks Hipshot! Pretty busy with University but here is: Models (In the end I will have them replaced with BSP.)+ terrain with vertex paint. I guess it works in Quake, right? Looks like this block on the bottom will be an elevator for construction workers. Don't judge textures, please. This will come in the final steps. Edited October 22, 2014 by Conrad Justin
Conrad Justin Posted October 23, 2014 Author Report Posted October 23, 2014 (edited) I have a terrain model with vertex paint (2 textures). How can I get it working in Quake? How the shader should look like? rockblend { dpoffsetmapping - 2 match8 184 q3map_baseShader textures/map_reco/grassblend qer_editorimage textures/map_reco/grassblend.tga { map textures/map_reco/mossy_ground.tga } { map textures/map_reco/mud.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphagen vertex } { map $lightmap blendfunc GL_DST_COLOR GL_ZERO rgbGen identity } } Thats what I would use in Xonotic. But it seems to be not working. How to tell the quake that this particular model has vertex color on it? Edited October 23, 2014 by Conrad Justin
cityy Posted October 24, 2014 Report Posted October 24, 2014 Maybe this helps: http://www.simonoc.com/pages/articles/terrain2_1.htm
Conrad Justin Posted October 24, 2014 Author Report Posted October 24, 2014 Thanks, Cityy! So this works only to brushes? Damn. I allready made models.
Despair Posted October 24, 2014 Report Posted October 24, 2014 Actually it does work on models. You just have to place the alpha volume brushes over the model (ie; in the editor, not part of the model itself) the same as you would if it were all brushes.
phantazm11 Posted October 24, 2014 Report Posted October 24, 2014 (edited) Just to be clear you can vertex paint the models in your modeling program and get it to work without using alpha volume brushes. There are at least two different ways depending on the model format you are using. Are you using .lwo or .ase models? Edited October 24, 2014 by phantazm11
Conrad Justin Posted October 25, 2014 Author Report Posted October 25, 2014 I'm using .ASE with vertex paint on! Thanks in advance for helping me.
phantazm11 Posted October 25, 2014 Report Posted October 25, 2014 http://www.bakdesign.net/tm/tutorial/3dsmax_tutorial.html Try using this tutorial. This shows how to vertex paint, which you already know how to do, but it also gives tips on what version of q3map_2 to use and how to set up your shader. If you need further help, you might send Hipshot a message. He is a genius when it comes to this stuff.
Conrad Justin Posted October 25, 2014 Author Report Posted October 25, 2014 (edited) This tutorial is very simple and that's really kind of you that you took your time to post it Week 3 image coming up. It seems the map will have 4 levels overall and high unfinished dome in the centre (reconstruction of the 2 hundred years old cathedral). The map's name : RECO Edit: Error: MAX_BUILD_SIDES What's this? O_o Edited October 25, 2014 by Conrad Justin Sprony 1
fKd Posted October 26, 2014 Report Posted October 26, 2014 MAX_BUILD_SIDES = you got a brush that has too many sides aka is too complex.
Conrad Justin Posted October 26, 2014 Author Report Posted October 26, 2014 (edited) 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? Edited October 26, 2014 by Conrad Justin
Hipshot Posted October 26, 2014 Report Posted October 26, 2014 Misc menu in radiant has a find brush entry.
Daniel Nilsson Posted October 27, 2014 Report Posted October 27, 2014 I think you can fix the degenerate planes with "clean up brushes" look under Plug ins.
Conrad Justin Posted October 29, 2014 Author Report Posted October 29, 2014 Thanks! What are the texture size limitations? Can I use jpg/tga 1024x1024 textures?
Recommended Posts