Phobos mini pack v1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Hipshot
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Re: Phobos mini pack v1

Post by Hipshot »

(Guessing France)
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

A lost spot in the universe where hairy bipeds walk a litlle blue planet. We are on all the little martians maps that list areas to avoid. The .fr in the links i provided stands for fries.
Noruen
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Re: Phobos mini pack v1

Post by Noruen »

Oh no, it simply looks like Doom 3 with bump and specular turned off. And really god that you have the internet on your lost spot in the Universe. What kind of connection? Subspace like in Star Trek?
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

We use a retarded technology that allow us to eat all the bandwith with things called ads.
Anthem
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Re: Phobos mini pack v1

Post by Anthem »

I have a hunch that it's quebec. It's just a feeling because I've met quite a few people that have similar attitudes from quebec.
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Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

Personnaly i dont try to link an attitude or human flaws to a nationality, but in this context it makes sens because you want to know where i am from.
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

Trying to make the pack Q3Map2 compliant i realised that the models were not responsible for the map to not compile. However, after adding the plinths (see screen below ) to compensate for the lack of bevel curves (Q3Map2 wont compile with them on my machine) i adjusted the pilars height so that, like their width, it is aligned on 8 grid units. I reuploaded the pack with a .map that compile with ZeroRadiant/Q3Map2 and the associated .bsp (non blocking leak on entity 19 but it's ok). I should perhaps include the elevator exemple since it's seems to give some trouble figuring out how you make an elevator out of the model for some users.

http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image

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The fences alone still look sad, i tried to get ride of the "box" effect by adding some details around. In order to do that i did add some models (chunk/corners/extremities). I will re-upload the pack in few minutes.
Image

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At the location where the plinth ends near the door frame i did put a plinth-corner that is not really elegant. I plan to attempt to replace it with a small vertical prop. But its shape contain curves that contrast with the door frame, so i may have to make another door frame later.

Image
Last edited by Bonnebez on Sat Mar 12, 2011 9:17 pm, edited 3 times in total.
obsidian
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Re: Phobos mini pack v1

Post by obsidian »

What was the last line of the Q3Map2 log? Any other errors reported?

What compile settings are you using?
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I will post the details and screens in a moment.
--------------
The details of the crash along with the complete log and the map are in this zip:
http://serge.billault.pagesperso-orange ... /crash.zip
It contain: a screenshot of the crash, the log of the involved compile, and the map.
The compile cmd line was just: -META. The entity 19 leaked does not prevent the map to compile and launch in quake3, but the bevel curve does, if i delete it, the map compile to completion.
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

As expected the props dont combine too well with the door frame, but allow to hide the plinths extremities. I have been forced to keep some polys on the top of the model because they can be visible in some circumstances, but removed the back and bottom as usual. The width of the basement of the model is aligned on 8 grid units.

I added the prop into the pack and included the elevator exemple:
http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I heard that simplier is better so the door frame that wil go with any prop will look like this:

Image

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It's not really what i expected but here it goes. The other advantage is that you got a single entity for the frame this time.

The pack is available at the usual location: http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I have 2 ideas in mind at this time:

The first one is to make a bot trap that consist in a big "do not push" textured func_push that trigger a devastating giant boxing glove

The second one is to make modules that you put on ceilings so that it looks less flat.
j3st3r
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Re: Phobos mini pack v1

Post by j3st3r »

GLOVE FTW!!!!!!!!!!
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I made a door that goes with the door frame, but still have some work to do with it.

Image
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

The door is finished, however beware that if you want to modify it, should you add one vertex or one face the model will be rejected by the old q3radiant (ZeroRadiant would accept it but the lightning would from suffer strange glitches resulting from the vertices limitation being bypassed).
The music that was playing in my mind while trying to reduce the geometry was a little like this: http://www.youtube.com/watch?v=zKjFgdgp7yY&t=1m18s



http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image

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I made a greenish version of both the door frame and door to suit my personal tastes, they wil be shped in the next pack once i added ceiling props and a line of doors of different sizes. To force a model to use your own textures, just re-export them from gmax or replace the texture ref that is in full text within the .MD3 (make sure to preserve a path relative to models for your change to work)
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I have finished a small version of the door for one-player-at-a-time entrances. I still have to do a door like in submarines and i will begin ceiling props. Nobody asked for specific color tones for these so i will make them green to start with.

http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image
j3st3r
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Re: Phobos mini pack v1

Post by j3st3r »

nice work, very doom3
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I finished modeling the guppy door and its frame, i have yet to texture them both. The texture used on the guppy is using an old black and white picture taken presumingly during war. It have been colored using Gimp's color tool. No copyright on this one as far as i know.

Image
Anthem
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Re: Phobos mini pack v1

Post by Anthem »

I think you need a blog.

Your stuff looks good, though. Keep it up.
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Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I am aware that rotating doors need a mod or another for this kind of entity to be placed but however i made 3 versions of the guppy so that if you got no rotating door, you can still use the non CW/CCW models:

. 1 non rotating (axis in the center )
. 1 CW (axis left aligned)
. 1 CCW (axis right aligned)

http://serge.billault.pagesperso-orange ... ack_v1.pk3 (save as from your browser if strange glyphs appear when clicking this link)


But i think that the real problem will be to make a map that goes with the door...

Image
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

Now that i begin to get a little more familiar with gmax and texturing i will improve the very first assets i made (ugly pillars and plinths for exemple). But I will export the new assets under a different name. Then i will begin a first map with functional entities that will serve as a demo for the pack. But it will take quite some weekends...
obsidian
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Re: Phobos mini pack v1

Post by obsidian »

It's improving, the old textures on some of the models were a bit lacking, but I really like the new stuff.

Door looks like this one:
Image
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Kat
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Re: Phobos mini pack v1

Post by Kat »

Casting a critical eye over the models you've got a peculiar sense of poly distribution, some of your larger models use very few when they could in fact do with more to flesh out some of the larger masses (the door handle turny thing for example) and visa-versa for simple object using what appears to be huge amounts polys (like the railings).. it actually looks like you've modelled these up and then exported them 'as is' without taking into account any poly optimisations so as a collection of assets it's slightly uneven - you could collapse a lot of faces together, be none-the-wiser and still have awesome map objects. Worth thinking about. Just saying :paranoid: Good work though. :up:
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Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I have begun a new version of the pillars at lunch break:

Image

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Concerning the picture of the door posted by Obsidian: does it mean you would like a guppy door that looks more like the one in black ?

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Concerning the turny thing : do you mean i should i add more polys to the handle ?
obsidian
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Re: Phobos mini pack v1

Post by obsidian »

No, I just wanted to show my version that I made some time ago because it looked similar to yours.

I think Kat means you should flush out more details on some of your models while reducing polygons on other parts. Like on the door, you can probably reduce some polygons around the curvature of the door and use those extra polygons to model out the spinning handle of the door.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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