Q3ct4

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Q3ct4

Post by AEon »

Hope you are starting to turn everything that is not relevant for vis-blocking detail?

In the shot above... your cracked up wall, the planks, the bar cage "protecting" the JP users, the window frames/bars completely, your item spawns should they be made of brushes (also the JPs should they be brushes), all your side walks (just place one large structural brush under them all), the brushes you placed lamps on, any brushwork that is used as deco for the tubes (again only if they are brushes and not patches). Patches and ASE models are already detail so those are fine as they are.
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3ct4

Post by cityy »

Hm, I always forgett about detail brushes.. worked on it.

I messed arround with sock's rockwall corridor tutorial (Thanks sock C:).
This is not q3ct4 - it is just a test map - tho I am thinking to make the area at the 25s (near RA) looking this way. What do you think?

[lvlshot]http://img682.imageshack.us/img682/6717/shot0012q.jpg[/lvlshot]

[lvlshot]http://img198.imageshack.us/img198/3350/shot0015zp.jpg[/lvlshot]
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AEon
Posts: 1816
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Re: Q3ct4

Post by AEon »

You seem to have bent the rock templates, and also extruded them a bit, you may also want to add more up/down movement to the brushes as well. The original rock template you used seems to be fine, you just need to add more variation in the rock wall. Feel free to extrude really large "bumps". You can always simplify them later via clip (player clip) brushes.

I am not completely sure, but you might like to try a bobtoolz / texture reset on the rock texture... there seems to be some stretching. This happens to me all the time, since I have texture lock turned on, so manipulating the rock brushes will automatically lead to weird texture offsets.

Careful with the floor ramping... this can look and play strangely if overdone. A different floor "rock" texture might also be a good thing to try.
cityy
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Re: Q3ct4

Post by cityy »

Harddrive crash caused that I lost all files............ :(
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3ct4

Post by obsidian »

Awww no! Well, I guess you can still download your beta and decompile. That should get you reasonably back to a point where you can continue working on this map again.
[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]
Pat Howard
Posts: 494
Joined: Tue Mar 31, 2009 11:14 am

Re: Q3ct4

Post by Pat Howard »

That blows, man. This happened to me over the summer. Lost a map, most of my music, tons of pictures and word files etc. You've just gotta learn from it. Computers are like anything else. You get burned once and then you don't let it happen again.

Now I back up all my files across multiple platforms. External HDDs are very cheap these days, I use a WD external HDD, Divshare.com for big uploads and Dropbox.com for quick daily .map file updates.

Even if you don't want to decompile the beta and start over, this map obviously wasn't a complete loss. You seem to have learned a lot from it. Either hunker down and get back to work or just move on. You'll get over it soon enough ;).
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3ct4

Post by cityy »

I wanted to resetup my windows and put everything on my external HDD - When I wanted to put everything back in place the HDD didn't work anymore. Maybe it was too old.
Well, yes, external Harddrives are cheap but I am still in school and simply can't afford a new one..

I wouldn't even need to decompile the .bsp because I always put the .map file in the pk3 but the last version I have online is outdated - I was close to release the maybe last beta. With the HDD a lot of new textures, brushes and shader stuff died and now my motivation is arround 0.. I don't want to drop this map because it seems like folks like it and gameplay works out in most parts but I also don't want to redo all this stuff... :(
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cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3ct4

Post by cityy »

I wanted to use ID's sfx/fan texture but I'm experiencing problems with it:

[lvlshot]http://img707.imageshack.us/img707/8769/q3ct4b123.jpg[/lvlshot]

Even though there is another brush over the fan-brush I can see directly through to the skybox - why?

Other screenshots:

[lvlshot]http://img684.imageshack.us/img684/8976/q3ct4b12.jpg[/lvlshot]

Path from MH room to RA room.

[lvlshot]http://img707.imageshack.us/img707/4826/q3ct4b122.jpg[/lvlshot]

Wood texture is new.

[lvlshot]http://img710.imageshack.us/img710/5615/q3ct4b121.jpg[/lvlshot]

Path from YA to MH room. Brick texture is new..


Edit:

Fan problem is fixed.
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cityy
Posts: 1020
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Re: Q3ct4

Post by cityy »

Worked on lighting and added some of Tabun's decals:

[lvlshot]http://img59.imageshack.us/img59/7122/shot0005e.jpg[/lvlshot]

[lvlshot]http://img136.imageshack.us/img136/2281/shot0004bv.jpg[/lvlshot]

The brick texture is looking a bit too clean IMO - gonna work on it again I think..

Update on the brick texture:

[lvlshot]http://img442.imageshack.us/img442/7682/shot0000r.jpg[/lvlshot]
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3ct4

Post by obsidian »

If you are going to dirty up the textures, I suggest you add bits of grunge rather than random scratches which would appear more on metal. That last picture looks like someone scribbled random lines over your bricks. Maybe start by dirtying up the mortar and edges. Add some cracks in a few select areas, depending on how large the texture is (don't over do it).
[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]
cityy
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Re: Q3ct4

Post by cityy »

Thanks for the advice Obsidian - I didn't even think of that.

Some more screenshots:

[lvlshot]http://img137.imageshack.us/img137/6827/shot0002wv.jpg[/lvlshot]

[lvlshot]http://img22.imageshack.us/img22/3338/shot0001wb.jpg[/lvlshot]

[lvlshot]http://img85.imageshack.us/img85/9743/shot0000j.jpg[/lvlshot]

I am still looking for a good texture for the boxes...
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cityy
Posts: 1020
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Re: Q3ct4

Post by cityy »

[lvlshot]http://img294.imageshack.us/img294/9471/shot0003p.jpg[/lvlshot]

Any feedback about lighting? Looks a bit weird but I dont know what todo..

[lvlshot]http://img22.imageshack.us/img22/7756/brickpf.jpg[/lvlshot]

Updated my old brick texture.
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cityy
Posts: 1020
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Re: Q3ct4

Post by cityy »

http://www.youtube.com/watch?v=kJEFdxqxRHQ

A quick walk through video I made for some friends. Thought that I could post it here...
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AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: Q3ct4

Post by AEon »

The more obvious way would have been to post another beta ;)... for in-depth feedback on all your changes.
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Hipshot
Posts: 1548
Joined: Sun Jan 20, 2002 8:00 am

Re: Q3ct4

Post by Hipshot »

I haven't tried this level, but looking at the screens and seeing the movie. You seriously need to change the green door texture and also, scale down the size of your doors. They look huge, I can imagine they look insane in third person....
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
cityy
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Joined: Mon Aug 10, 2009 8:23 am

Re: Q3ct4

Post by cityy »

AEon I don't think the map is ready for another beta yet - maybe I'll put the new version up within the next few weeks...

Gonna look into that Hipshot.
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Hipshot
Posts: 1548
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Re: Q3ct4

Post by Hipshot »

The doors I used in Industrial was 40x80, what are yours? They certainly look a lot larger.

And about that texture, it just looks bad (I'm surprised it's still at CG, I mean, that white line...) and you could probably never have more than one since it's so distinguished.
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
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3ct4

Post by cityy »

Let's say they are "a bit" larger :owned:

Hmm, I actually never looked much at the door texture - just needed one and this one was the first best I found.
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cityy
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Re: Q3ct4

Post by cityy »

[lvlshot]http://img718.imageshack.us/img718/4862/shot0005y.jpg[/lvlshot]

Is there any way to make this rock wall not look ugly? These shadows look a bit weird to me..
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Delirium
Posts: 102
Joined: Mon Apr 27, 2009 10:05 am

Re: Q3ct4

Post by Delirium »

yep, make it a phonged surface

like this

Code: Select all

textures/folder/texture
{
    q3map_nonplanar
    q3map_shadeangle 90
    qer_editorimage textures/folder/texture.tga 
	{
		map $lightmap
		rgbGen identity
	}   
    {
        map textures/folder/texture.tga
        blendFunc filter
    }
}
or alternatively

Code: Select all

textures/folder/texture:q3map
{
    q3map_nonplanar
    q3map_shadeangle 90
}
[url=http://gotdelirium.com/][img]http://www.gotdelirium.com/stuff/gdd.png[/img][/url]
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Foo
Posts: 13840
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Location: New Zealand

Re: Q3ct4

Post by Foo »

Am I remembering right that if it's made out of a single patch mesh, the edges will get softened shadows?

Edit: This is an example on DM6:
Image
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3ct4

Post by obsidian »

Yes, single patch meshes will usually be assigned a single smoothing value. Q3Map2 phong shaders have the advantage of working on any (brush, patch, model) surface.

:up: on using the :q3map suffix. I approve.
[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]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3ct4

Post by cityy »

***UPDATE***

Link: http://cityy.explicits.de/uploads/maps/q3ct4_b14.zip - 15mb

Notes:

It has been a while since the last update - though I hope folks didn't lose interest in posting some feedback. :toothy: A lot of changes in this version - I wont list them all because I can't even remember the previous version. :b
I would like to know how you guys think about texturing and lighting. Hopefully I can release the map soon.

I hope everything works fine - tell me if I forgott to add something.

Screenshot:

[lvlshot]http://img695.imageshack.us/img695/2135/shot0003pq.jpg[/lvlshot]
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obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Q3ct4

Post by obsidian »

The upper grey parts needs more detail, you did a good job on the bottom half which makes the top look twice as plain.
[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]
cityy
Posts: 1020
Joined: Mon Aug 10, 2009 8:23 am

Re: Q3ct4

Post by cityy »

***UPDATE - Beta 1.4.2***

Link: http://cityy.explicits.de/uploads/maps/ ... 4_b142.zip(~15mb)

Changes:

- added a lot of clip brushes
- added some more details and lights

Screenshot:


[lvlshot]http://cityy.explicits.de/uploads/maps/q3ct4_b142/b142.jpg[/lvlshot]

Feel free to give some suggestions about possible things to add/remove. :toothy:
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