Obsidian Posted November 10, 2014 Report Posted November 10, 2014 Also not sure if you need that first stage, but if you do, I'm pretty sure you also want that to have blendFunc add.
Conrad Justin Posted November 11, 2014 Author Report Posted November 11, 2014 (edited) 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. Edited November 11, 2014 by Conrad Justin
Hipshot Posted November 11, 2014 Report Posted November 11, 2014 Did you place botclip brushes around the level? You should cover _everything_ that is not needed for the bots with this to optimize, even out the ground, cover small details, lower the sky etc
Conrad Justin Posted November 11, 2014 Author Report Posted November 11, 2014 (edited) 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. Edited November 11, 2014 by Conrad Justin Sprony 1
BJA Posted November 12, 2014 Report Posted November 12, 2014 Love all the little details you put in there, really great progress!
g0th Posted November 12, 2014 Report Posted November 12, 2014 Looks cool and well on your way. Keep it up!
Conrad Justin Posted November 12, 2014 Author Report Posted November 12, 2014 (edited) 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... Edited November 12, 2014 by Conrad Justin
Hipshot Posted November 12, 2014 Report Posted November 12, 2014 If you have issues with your aas generation, I can take a look at it, I won't optimize the level or any such thing, but I can see what the technical error is. This help ofc extends to everyone in this contest. phantazm11, Sprony and Daniel Nilsson 3
Hipshot Posted November 13, 2014 Report Posted November 13, 2014 Ok, so I took a look at this level, that Conrad sent to me. The issue here is that the fire2.jpg is faulty, it's probably saved with some compression not compatible with Q3, if you save it as a tga or a regular jpg, it works. This gave the error "Requested feature was omitted at compile time" and forced Q3 to quit while loading the level. You should also know, that the level has a leak in it, there's a gap in the skybox.
Conrad Justin Posted November 13, 2014 Author Report Posted November 13, 2014 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.
Hipshot Posted November 13, 2014 Report Posted November 13, 2014 Nah, the leak is here, has nothing to do with "external" compilers. Sprony 1
Conrad Justin Posted November 20, 2014 Author Report Posted November 20, 2014 (edited) 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: Edited November 20, 2014 by Conrad Justin Thurnip and Sprony 2
Hipshot Posted November 21, 2014 Report Posted November 21, 2014 (edited) I would remove the lightimage stage in the shader and just use point lights where needed, I think that's a better way of controlling light. What was the issue with the sky and why would that be fixed if you save it as a tga (which you can do ofc)? Edited November 21, 2014 by Hipshot
Conrad Justin Posted November 21, 2014 Author Report Posted November 21, 2014 (edited) 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. Edited November 21, 2014 by Conrad Justin
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