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Topic Starter Topic: Re: 20 Brush 2012 Discussion Thread

Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 04-21-2012 08:20 PM           Profile Send private message  E-mail  Edit post Reply with quote


:ninja:
Image

might scale it down a little, just play testing right now...




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The Afflicted
The Afflicted

Joined: 10 Aug 2009
Posts: 811
PostPosted: 04-21-2012 09:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Good boy :up: :)



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Warrior
Warrior

Joined: 01 Oct 2010
Posts: 96
PostPosted: 04-22-2012 12:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


Would a func_button made from the trigger texture count towards the final count?




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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 04-22-2012 02:26 PM           Profile Send private message  E-mail  Edit post Reply with quote


It's simple, if ya can't see it it don't count...




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 04-23-2012 07:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


fKd wrote:
It's simple, if ya can't see it it don't count...

If it doesn't add tris to BSP tree, it doesn't count (like invisible may count, because this texture adds to BSP tree some tris with additive texture, the pure black color - invisible, but solid texture making tris, if you set r_showtris 1, then you'll see triangles on this invisible surface: it's normal visible texture, but you can see trough it, because it's pure black with blendfunc add).



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Trainee
Trainee

Joined: 10 Feb 2011
Posts: 28
PostPosted: 04-23-2012 06:25 PM           Profile Send private message  E-mail  Edit post Reply with quote


Image

:tard:




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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 04-23-2012 08:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


:up:




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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 04-23-2012 10:55 PM           Profile Send private message  E-mail  Edit post Reply with quote


Here's mine:




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36603
PostPosted: 04-23-2012 11:49 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I'm starting to fear that I won't be done in time for the deadline :(



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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 04-25-2012 01:36 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hi,
I need a bit of shader advice.
My island map (shown above) uses the same shaders as yadnar's shaderlab_1337 test map. There are a couple of issues I am not sure how to get round.
By placing the lightmap stage first I get perfect blending of the rocks into the pinky-orange skybox floor. But the trade off is I don't get the smoothing I get with the lightmap stage at the end of the script. Is there anyway around this? The second and perhaps most critical question is the shot above was taken with r_overbrightbits set to 0. When set to 1 my blended textures are bright like a lightbulb. How can I control this? Can I control overbrightbits via the shader or is there a blendFunc I should be using?
Am done with my map apart from this. I discovered the shader issue in fiinal testing.
Help appreciated :)




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The Afflicted
The Afflicted

Joined: 10 Aug 2009
Posts: 811
PostPosted: 04-25-2012 07:51 AM           Profile Send private message  E-mail  Edit post Reply with quote



Early shot, I started looking into making some textures, haven't really come far though.

@donkey: Where can I find the shader you are talking about? :O



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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
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PostPosted: 04-25-2012 08:04 AM           Profile Send private message  E-mail  Edit post Reply with quote


OK I semi-solved my problems, but could still do with some advice.
Apologies I should have posted the scripts before, but my little girl broke her arm yesterday and I have not had much time for this.
After playing about with various blends in the texture stages I have my shaders looking the same with overbrightbits on 0 or 1.
What I can't yet work out how to do is to enable phong shading with the lightmap stage where it is now.
I basically have four shaders.
This one is for unblended rock:
Code:
textures/dk_q3w20b/g4_p
{
      qer_editorimage textures/dk_q3w20b/ed1.tga
      q3map_nonplanar
      q3map_shadeAngle 179
      q3map_lightmapSampleOffset 8.0
      surfaceparm nomarks

   {
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
   }

   {
      map textures/dk_q3w20b/g4.tga
      rgbGen identity

   }
   
}


This one is for the pink colour the rock blends into:
Code:
textures/dk_q3w20b/pink_p
{
      qer_editorimage textures/dk_q3w20b/ed1.tga
      
      q3map_nonplanar
      q3map_shadeAngle 179
      q3map_lightmapSampleOffset 8.0
      surfaceparm nomarks

   {
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
   }

   {
      map textures/dk_q3w20b/pinksky/20b_bk.tga
      rgbGen identityLighting
   }

}


rbg identityLighting tones down the blend just fine.

Then I have two blending scripts:
Code:
textures/dk_q3w20b/g4tor2a
{
      qer_editorimage textures/dk_q3w20b/ed4.tga
      q3map_nonplanar
      q3map_shadeAngle 179
      q3map_lightmapSampleOffset 8.0
      surfaceparm nomarks

   {
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
   }

   {
      map textures/dk_q3w20b/g4.tga
      rgbGen identity
   }
   {
      map textures/dk_q3w20b/r2a.tga
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      rgbGen identity
      alphaGen oneMinusVertex
   }
}


and

Code:
textures/dk_q3w20b/r2btofog
{
      qer_editorimage textures/dk_q3w20b/ed6.tga
      q3map_nonplanar
      q3map_shadeAngle 179
      q3map_lightmapSampleOffset 8.0
      surfaceparm nomarks

   {
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
   }

   {
      map textures/dk_q3w20b/r2b.tga
      rgbGen identity
   }
   {
      map textures/dk_q3w20b/pinksky/20b_up.tga
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      rgbGen identityLighting
      alphaGen oneMinusVertex
   }
}


Again in the second script rgbGen identityLighting darkens the blend when running overbrightbits.

My usual phong and blend shader looks like this:

Code:
textures/dk_mymap/g1topath
{
      qer_editorimage textures/dk_mymap/ed_path.tga
      q3map_nonplanar
      q3map_shadeAngle 179
      q3map_lightmapSampleOffset 8.0

   {
      map textures/dk_mymap/g1.tga
      rgbGen identity
   }
   {
      map textures/dk_mymap/path.tga
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
      rgbGen identity
      alphaGen oneMinusVertex
   }
   {
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
   }
}


and my normal phong only shader like this:

Code:
textures/dk_mymap/path_p
{
      qer_editorimage textures/dk_mymap/ed_path.tga
      q3map_nonplanar
      q3map_shadeAngle 179
      q3map_lightmapSampleOffset 8.0
   {
      map textures/dk_mymap/path.tga
      rgbGen identity
   }
   {
      map $lightmap
      blendFunc GL_DST_COLOR GL_ZERO
      rgbGen identity
   }
}


Using my normal script, the rocks look fine but do not seamless blend into the bottom of the skybox. The set up at the beginning of this post achieves that but I have no smoothing and over bright washed out textures.




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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 04-25-2012 12:00 PM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
Here's mine:


nice! :up: digging the atmosphere.




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The Afflicted
The Afflicted

Joined: 10 Aug 2009
Posts: 811
PostPosted: 04-26-2012 04:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


@donkey: I know you fixed it already but the sky shader is made to be compiled with -gamma and -compensate; you could also lower the intensity value of q3map_sunext.


I'm almost done now; just gotta make a skybox and light it up. Though I'm out of quota @ cgtextures for today. :/



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Recruit
Recruit

Joined: 17 Apr 2012
Posts: 4
PostPosted: 04-26-2012 08:26 AM           Profile Send private message  E-mail  Edit post Reply with quote


:ninja:
Image

Still need to get the aas file to not stack overflow (and the bots to not be idiots) but that shouldn't be hard... (...final last words...)




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10423
PostPosted: 04-26-2012 08:41 AM           Profile Send private message  E-mail  Edit post Reply with quote


:olo: That's actually pretty cool.



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The Afflicted
The Afflicted

Joined: 10 Aug 2009
Posts: 811
PostPosted: 04-26-2012 08:42 AM           Profile Send private message  E-mail  Edit post Reply with quote


Shrimp Scampie wrote:
:ninja:


Nice! :up: :D



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Insane Quaker
Insane Quaker

Joined: 31 Mar 2009
Posts: 255
PostPosted: 04-26-2012 06:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


@fkd

:confused: those teles don't count as brushes?




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10423
PostPosted: 04-26-2012 07:34 PM           Profile Send private message  E-mail  Edit post Reply with quote


@fkd... also, I think you mistakenly put two copies of the .bsp in your file and no .map. We'll need the .map for judging. You might want to fix that and resubmit.



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Immortal
Immortal

Joined: 02 Jun 2006
Posts: 2245
PostPosted: 04-26-2012 09:52 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pat Howard wrote:
@fkd

:confused: those teles don't count as brushes?


the teles count, but they come to a total of 2 brushes.\

*updated the .pk3 .map in the maps dir




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Messatsu Ko Jy-ouu
Messatsu Ko Jy-ouu

Joined: 24 Nov 2000
Posts: 39788
PostPosted: 04-27-2012 07:52 AM           Profile   Send private message  E-mail  Edit post Reply with quote


whoa cityy, wtf are that only 20 brushes :o




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The Afflicted
The Afflicted

Joined: 10 Aug 2009
Posts: 811
PostPosted: 04-27-2012 07:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


MKJ wrote:
whoa cityy, wtf are that only 20 brushes :o


Yes, 16 solid brushes, 3 terrain patches and one nonsolid cloud brush (+ skybox + clips and triggers).



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foolproof
foolproof

Joined: 11 Jan 2001
Posts: 7285
PostPosted: 04-27-2012 09:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
Here's mine:


lol, at first glance I derped a bit, and actually thought you were wasting brushes on those bridges, but then realised they're patches, hehe.
Very nice :up:




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diabolical besier hugger in disguise
diabolical besier hugger in disguise

Joined: 17 May 2001
Posts: 4824
PostPosted: 04-28-2012 08:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


I just can't let this one go by again as I missed mapcore's last 20b challenge
Here's the very beginning of my entry

Image


took a bit of sweat - its at 4 brushes including the floor right now
next up : [CENSURED] !




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36603
PostPosted: 04-28-2012 09:04 AM           Profile   Send private message  E-mail  Edit post Reply with quote


4 elephants on its back with disc shaped world balancing on their shoulders?



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Insane Quaker
Insane Quaker

Joined: 31 Mar 2009
Posts: 255
PostPosted: 04-28-2012 10:00 AM           Profile Send private message  E-mail  Edit post Reply with quote


@fKd o_O very clever. you tricked me!




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I'm the dude!
I'm the dude!

Joined: 04 Feb 2002
Posts: 10423
PostPosted: 04-28-2012 02:27 PM           Profile Send private message  E-mail  Edit post Reply with quote


corsair wrote:
next up : [CENSURED] !


Turtle penis?



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Grunt
Grunt

Joined: 29 Apr 2012
Posts: 59
PostPosted: 04-29-2012 04:35 AM           Profile Send private message  E-mail  Edit post Reply with quote


later, all the maps come in a file? :confused:

Ra3 style or as a teleporter map. :sly:




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36603
PostPosted: 04-29-2012 06:49 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I'm really dropping out now. Can't find the time to finish it before the deadline. Had to start over from scratch halfway through because I made my classic mistake of getting the scale of things completely wrong. The concept wasn't that good anyway...



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foolproof
foolproof

Joined: 11 Jan 2001
Posts: 7285
PostPosted: 04-29-2012 07:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


:(




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diabolical besier hugger in disguise
diabolical besier hugger in disguise

Joined: 17 May 2001
Posts: 4824
PostPosted: 04-29-2012 07:09 PM           Profile Send private message  E-mail  Edit post Reply with quote


done with my entry :x

Image


sadly, there's no elephants nor (visible) penii




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Insane Quaker
Insane Quaker

Joined: 26 Nov 2009
Posts: 294
PostPosted: 05-01-2012 01:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Shrimp Scampie wrote:
:ninja:
Image

Still need to get the aas file to not stack overflow (and the bots to not be idiots) but that shouldn't be hard... (...final last words...)


I'm faving this one!




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36603
PostPosted: 05-02-2012 10:58 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Here's some screenshots from my scrapped project:

Image

Image

Image

As you can see there's no lighting yet, a place holder skybox, some placeholder texturing and a teleporter shader that wasn't finished.

Gameplay was kind of shitty because of all the long flat surfaces anyway. So yeah, not missing out on much. Oh and it was 16 brushes or so. Wasn't sure what sort of interesting thing I could do with the remaining 4.



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Commander
Commander

Joined: 29 Feb 2012
Posts: 128
PostPosted: 05-02-2012 11:08 PM           Profile Send private message  E-mail  Edit post Reply with quote


dONKEY wrote:
Here's mine:

whoa...haha that pic just induced an N64 Turok flash back....




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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36603
PostPosted: 05-02-2012 11:36 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I took a quick look at all the submissions. On average, it's very impressive work. I'm not a judge or anything but I'm going to give my opinion anyway ;)

  • The map by Julek is a bit too simple compared to the rest though. While the arrangement of the brushes would do well when presented as a piece of art, as a Quake 3 map it doens't do much for me.
  • fKd's CTF map is nice and well built. Geometry is a tad on the simple side maybe but it's effective. It plays well for such a small CTF map. And it's nice to see there actually being a CTF submission. The simple but bright skybox makes it look colorful, really refreshing compared to the usual black dullness.
  • The map by nick lol suffers from the same problems as Julek's map. Nick's map was very dark on my screen as well which didn't really help. I like the choice of texturing though.
  • cityy's "La Petite" is a serious contestant for winning this competition. If I didn't know it was made for a 20 brush competition I wouldn't even have noticed it has only 20 brushes. cityy did some marvelous things with really high res textures to bring detail to otherwise flat surfaces. The arrangement of the brushes is also so that it looks really playful and like a very complete map. Perhaps just the size of it gives away its nature.
  • dONKEY's floating islands map is really nice to look at. In terms of gameplay it doesn't work so well though. The islands are relatively small so it's really easy to fall off. He did a great job of blending the skybox together with the ground fog though, which makes this map aesthetically very pleasing to look at.
  • The map done by Shrimp Scampie is my winner as far as I'm concerned. While level-design technically it's not as good a Quake 3 map as cityy's entry, the sheer creativity and the way it looks just makes this map a pure winner. I absolutely adored all the retro gaming references and it's gorgeous as well.
  • The map by subst, the one with the rocket. It looks well and plays well and it isn't very obvious that it is a 20 brush map. The rocket is a really nice set piece. Was afraid of scraping my dick on the pointy end when using the MH jumppad though ;) One thing I noticed in this map is the really odd shader on some walls. And with "odd" I mean that it actually is a cool effect. When you look at the wall at a sharp angle, it has a blue-ish hue on it but when you look straight at it, it's red. Kind of like the pearlescent paints you see on pimped cars these days.
  • The entry from Tanica46 is pretty much what someone's very first space map would look like. It's not doing very interesting or offbeat things. I guess it plays alright for what it is.
  • The green fog map by j3st3r is a nice looking entry. Gameplay is good. The look of the map isn't very unique though as this foggy concept has been done a few times before. Execution is very good though especially considering its only 20 brushes. I liked the custom jumppad shaders.
  • corsair's map is a bit of an odd duck. It also looks more like a work of art than a Q3 map, but it plays better than I expected. What must be said is that the design on the animals is definitely impressive. Good work!



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