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DM-Reco by Conrad "Justin" Slawinski


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Posted

Thanks but it doesn't work nevertheless. 

-----------------------
----- Server Shutdown -----
==== ShutdownGame ====
AAS shutdown.
---------------------------
Z_Malloc: failed on allocation of 4528408 bytes from the main zone
Posted

I can play it without a problem, and the only difference from my config to the default config are the increased hunkmegs

 

Try /com_hunkMegs 256 in the console and restart. Double check if q3 really increased the hunkmegs in your q3config.cfg under "seta com_hunkMegs "256"".

Big maps and mods needs more ram to start.

Posted (edited)

I will release new version very soon (by wednesday). Stay tuned

 

Can I somehow force  /com_hunkMegs 256 so everyone who plays the map will have /com_hunkMegs 256 as they launch the map?

  • Elevator is broken
  • Lighting issues I will fix
  • brushwork 
  • finishing models and sorting out textures
  • create a dome and to start working on visual improvements
  • try to get bots working
  • Adding more items
Edited by Conrad Justin
Posted (edited)

Ok. I proudly present to you beta version of the map.

 

Download link:

 

https://dl.dropboxusercontent.com/u/90490112/reco.pk3

 

Known bugs:

  • Ivy shader doesn't work and I have no idea why. EDIT: Okey. I know now.
textures/map_reco/ivy
{
	qer_editorimage textures/map_reco.tga
	surfaceparm nonsolid
	surfaceparm trans
	cull disable
	polygonoffset
	{
		map textures/map_reco/ivy.tga
		blendfunc blend
		rgbGen identity
	}
	{
		map $lightmap 
		blendfunc filter
		rgbGen identity
	}
}
  • Skybox is not yet fixed
  • No teleport model yet! You will have to find it other way :P
  • No bot support yet!

I am opened for any feedback!

Edited by Conrad Justin
Posted (edited)

Took me 3 days to implement this dome with all textures and stuff. I think it was worth it. 

 

dome1.jpg

 

dome2.jpg

 

 

dome3.jpg

 

I am expanding buttress system, making it capable of bearing the weight of the broken dome

textures/map_reco/ivy
{
	qer_editorimage textures/map_reco/ivy.tga
	surfaceparm nonsolid
	surfaceparm trans
	cull disable
	polygonoffset
	{
		map textures/map_reco/ivy.tga
		blendfunc blend
		rgbGen identity
	}
	{
		map $lightmap 
		blendfunc filter
		rgbGen identity
	}
}

IVY shader isn't fully fixed as you can see on the screenshot. What am I doing wrong?

 

ONLY FEW DAYS LEFT! :)

Edited by Conrad Justin
Posted (edited)

close2.jpg

close1.jpg

 

time out:

Now bugs:

  • Ivy has no lightmap and looks creepy. When I add lightmap stage it renders black texture around that should be transparent! Blendfunc of the lightmap was "filter"
  • I tried fixing skybox with Hipshot's fix and it worked but lighting crashed (safe_malloc failed on allocation of 290455552 bytes). I checked without it it renders fine!
  • This terrible bug|: Ivy not only casts shadows (it should not) but is visable through stained glass!bug-ivy.jpg

DOWNLOAD:https://dl.dropboxusercontent.com/u/90490112/reco.pk3

 

To  do:

  • more light sources
  • fixing ivy shader
  • (...)?
  • Working on the basement right now. Adding more ribbon vaulting and curves as well as details and textures
Edited by Conrad Justin
Posted (edited)

For your ivy, the issue is depth testing. Your ivy's .tga file has an alpha channel, but the lightmap doesn't know that you want to use the same alpha channel on the lightmap as well. Depth testing tells the shader that you want to use the ivy's alpha channel for both shader stages. It works like this:

textures/map_reco/ivy
{
	qer_editorimage textures/map_reco/ivy.tga
	surfaceparm nonsolid
	surfaceparm trans
        surfaceparm alphashadow //uses alpha channel to cast shadows
	cull disable
	polygonoffset
	{
		map textures/map_reco/ivy.tga
		alphaFunc GE128 //A.C. tonal values greater or equal to 128 are opaque
		depthWrite //write this alpha channel to buffer
	}
	{
		map $lightmap 
		blendfunc filter
                depthFilter equal //apply the alpha channel in buffer to this stage
		rgbGen identity
	}
}

Alternatively, if your shader doesn't need a lightmap, you might be able to get away with a vertex lit surface. Because this uses only a single shader stage, you don't need to do depth testing.

textures/map_reco/ivy_vertexlit
{
	qer_editorimage textures/map_reco/ivy.tga
	surfaceparm nonsolid
	surfaceparm trans
        surfaceparm alphashadow //uses alpha channel to cast shadows
	cull disable
	polygonoffset
	{
		map textures/map_reco/ivy.tga
		blendFunc blend
                rgbGen vertex //make this surface vertex lit
	}
}

I'm not sure about your stained glass window issue, depth testing might fix that, but I don't know what the shader for that window looks like. It looks like you don't even need any special shader for that glass window, so maybe just make it an opaque normal texture.

Edited by Obsidian
Posted (edited)

Thank you! I still have one serious problem to face. aas for bot navigation. I created simpilified version of the map (no models, botclips, only 585 brushes, no patches)  but still can't build the ass file. I covered everything with botclips. I don't know what might be wrong.

 
 "C:/GtkRadiant-1.6.4-20131213/bspc" -optimize -forcesidesvisible -bsp2aas "C:/Quake III Arena/baseq3/maps/reco-r5.map" >"C:/GtkRadiant-1.6.4-20131213/junk.txt"

BSPC version 2.1h, Aug 24 2013 23:20:03
optimize = true
forcesidesvisible = true
bsp2aas: C:Quake III Arenabaseq3mapsreco-r5.bsp to C:Quake III Arenabaseq3mapsreco-r5.aas
-- Q3_LoadMapFromBSP --
Loading map from C:Quake III Arenabaseq3mapsreco-r5.bsp...
  3122 triangles
    90 patch tris
creating planar surface planes...
searching visible brush sides...
     0 brush sides4412 brush sides textured out of 4412
-------- Brush CSG ---------
  1156 original brushes
  1026 output brushes
-------- Brush BSP ---------
  1026 brushes
  6459 visible faces
     0 nonvisible faces
  7596 total sides
Win32 multi-threading
     1 threads max
depth first bsp building
Tried parent

 

Edited by Conrad Justin
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