Conrad Justin Posted November 22, 2014 Author Report Posted November 22, 2014 (edited) Download link New version https://dl.dropboxusercontent.com/u/90490112/reco.pk3 Few things are still missing, and elevator doesn't work. If anyone knows solution: Please: Do tell Edited December 3, 2014 by Conrad Justin
1nfern0 Posted November 22, 2014 Report Posted November 22, 2014 You forgot the .arena file, without it you can't see nor select your map in the menu.
Conrad Justin Posted November 23, 2014 Author Report Posted November 23, 2014 Thanks but it doesn't work nevertheless. ----------------------- ----- Server Shutdown ----- ==== ShutdownGame ==== AAS shutdown. --------------------------- Z_Malloc: failed on allocation of 4528408 bytes from the main zone
1nfern0 Posted November 23, 2014 Report Posted November 23, 2014 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. Conrad Justin 1
Conrad Justin Posted November 23, 2014 Author Report Posted November 23, 2014 (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 November 23, 2014 by Conrad Justin
Conrad Justin Posted November 25, 2014 Author Report Posted November 25, 2014 (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 No bot support yet! I am opened for any feedback! Edited December 3, 2014 by Conrad Justin
Conrad Justin Posted November 25, 2014 Author Report Posted November 25, 2014 (edited) And screenshots ofc: Edited November 26, 2014 by Conrad Justin
Conrad Justin Posted November 26, 2014 Author Report Posted November 26, 2014 (edited) Part of the dome colapsed during earthQUAKE 15 years ago... I ask for the feedback. It will be super helpfull. Download link is few posts before Edited November 26, 2014 by Conrad Justin
Conrad Justin Posted November 28, 2014 Author Report Posted November 28, 2014 (edited) Took me 3 days to implement this dome with all textures and stuff. I think it was worth it. 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 November 28, 2014 by Conrad Justin
phantazm11 Posted November 28, 2014 Report Posted November 28, 2014 That ivy looks like it needs an alpha channel
Conrad Justin Posted November 29, 2014 Author Report Posted November 29, 2014 (edited) 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!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 December 3, 2014 by Conrad Justin
Obsidian Posted December 1, 2014 Report Posted December 1, 2014 (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 December 1, 2014 by Obsidian
Conrad Justin Posted December 1, 2014 Author Report Posted December 1, 2014 (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 December 1, 2014 by Conrad Justin
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