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DM-Reco by Conrad "Justin" Slawinski


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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. :sad:
Edited by Conrad Justin
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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.

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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: 

week6-7.jpg

 

week6-2.jpg

 

 

week6-3.jpg

 

And too bright interior with lots of candles:

week6-6.jpg

Edited by Conrad Justin
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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 by Hipshot
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  • MapCore on Discord

  • Our picks

    • [CS:GO] Shore
      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Layout:


      Some pictures:
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