Conrad Justin Posted October 30, 2014 Author Report Posted October 30, 2014 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. What software would you recomend for skybox creation? phantazm11, RedYager, 1nfern0 and 1 other 4
Conrad Justin Posted October 31, 2014 Author Report Posted October 31, 2014 (edited) Red-top, orange-2nd floor green-1st floor blue-underground passage How to improve lighting on models? Can this be achived by sky shader? Edited October 31, 2014 by Conrad Justin Hipshot and TheOnlyDoubleF 2
Conrad Justin Posted November 1, 2014 Author Report Posted November 1, 2014 (edited) Texturing models (512x512 texture) And creating other textures. It seems my terrain vertex blending does not work in the editor (only one texture is displayed) What could go wrong? Edited November 1, 2014 by Conrad Justin TheOnlyDoubleF and ChA1NsAw 2
Hipshot Posted November 1, 2014 Report Posted November 1, 2014 You can't see the blend inside radiant, cause it's a ingame feature after compile.
Conrad Justin Posted November 5, 2014 Author Report Posted November 5, 2014 (edited) 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 } } Edited November 5, 2014 by Conrad Justin TheOnlyDoubleF 1
Hipshot Posted November 5, 2014 Report Posted November 5, 2014 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 =/
Conrad Justin Posted November 5, 2014 Author Report Posted November 5, 2014 (edited) 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 Edited November 5, 2014 by Conrad Justin
Hipshot Posted November 5, 2014 Report Posted November 5, 2014 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 Thurnip 1
Hipshot Posted November 5, 2014 Report Posted November 5, 2014 If you want me to take a look at your terrain, maybe you can zip down your level and assets and send them to me via a PM? I'll be glad to help out.
Obsidian Posted November 6, 2014 Report Posted November 6, 2014 (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 November 6, 2014 by Obsidian
Conrad Justin Posted November 9, 2014 Author Report Posted November 9, 2014 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. Sprony, Flipout and phantazm11 3
Sprony Posted November 9, 2014 Report Posted November 9, 2014 Holy shit, this is starting to look sweet!
Conrad Justin Posted November 9, 2014 Author Report Posted November 9, 2014 (edited) 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! Edited November 9, 2014 by Conrad Justin
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