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DM-Reco by Conrad "Justin" Slawinski


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Posted (edited)

Thanks, but I can't see it in-game anyway! :D

week4-3.jpg  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 ...

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

} 
}
Edited by Conrad Justin
Posted

You did export the ase with vertex colors and used Q3map2 FS to compile? If you are using the regular q3map2, then you can use alpha textured brushes to blend with. I'm not at home, so I can't really look up the exact names from here =/

Posted

I would definitely NOT replace anything inside the radiant directory. Create a separate folder where you place your compile tools and run a batch file from outside radiant, here's the one I use.

 

@Echo off
Echo Name of .map file:
set /p Input=
Echo Bounce these many times:
set /p Input2=
Echo Reticulating splines...
Echo Compile began: >%Input%.log
date /t >>%Input%.log
time /t >>%Input%.log
Echo. >>%Input%.log
Echo ---- START BSP ---- >>%Input%.log
Echo. >>%Input%.log
"q3map2_fs_20g.exe" -bsp -meta -samplesize 16 -v "..baseq3mapsm8%Input%.map" >>%Input%.log
Echo. >>%Input%.log
Echo ---- END BSP ---- >>%Input%.log
Echo. >>%Input%.log
Echo. >>%Input%.log
Echo. >>%Input%.log
Echo ---- START VIS ---- >>%Input%.log
Echo. >>%Input%.log
"q3map2_fs_20g.exe" -vis -v -saveprt "..baseq3mapsm8%Input%" >>%Input%.log
Echo. >>%Input%.log
Echo ---- END VIS ---- >>%Input%.log
Echo. >>%Input%.log
Echo. >>%Input%.log
Echo. >>%Input%.log
Echo ---- START RAD ---- >>%Input%.log
Echo. >>%Input%.log
"q3map2_fs_20g.exe" -light -patchshadows -fast -samples 6 -gamma 2 -compensate 2.5 -v -bounce %Input2% -threads 4 "..baseq3mapsm8%Input%" >>%Input%.log
Echo. >>%Input%.log
Echo ---- END RAD ---- >>%Input%.log
Echo. >>%Input%.log
Echo Level compiled at: >>%Input%.log
date /t >>%Input%.log
time /t >>%Input%.log
Posted (edited)

IIRC, Q3Map2 does support vertex RGBA colours on model materials, but the ASE model format only supports RGB. This is why Q3Map2_fs was hacked to (somewhat incorrectly) use the RGB values on ASE models as the vertex alpha value. I believe if using other model formats like OBJ you can skip the use of Q3Map2_fs completely, but I've found getting OBJ materials out of 3ds Max and into Q3 difficult so I never investigated this further.

 

Otherwise, sock has some great terrain tutorials that are defintely worth the read:

http://www.simonoc.com/pages/articles.htm

Edited by Obsidian
Posted (edited)

Thanks! I'm happy you like it!

Now terrain blending works (thanks to new compiler and Hipshot's help)

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.

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 
	}
}

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!

Edited by Conrad Justin
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