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Re: Q3ct4
Posted: Tue Dec 29, 2009 11:14 am
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.
Re: Q3ct4
Posted: Thu Dec 31, 2009 1:59 am
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]
Re: Q3ct4
Posted: Thu Dec 31, 2009 2:23 am
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.
Re: Q3ct4
Posted: Sat Jan 30, 2010 11:22 am
by cityy
Harddrive crash caused that I lost all files............

Re: Q3ct4
Posted: Sat Jan 30, 2010 3:40 pm
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.
Re: Q3ct4
Posted: Sat Jan 30, 2010 3:49 pm
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

.
Re: Q3ct4
Posted: Sat Jan 30, 2010 5:08 pm
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...

Re: Q3ct4
Posted: Mon Feb 01, 2010 1:10 pm
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.
Re: Q3ct4
Posted: Tue Feb 02, 2010 12:11 pm
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]
Re: Q3ct4
Posted: Tue Feb 02, 2010 3:47 pm
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).
Re: Q3ct4
Posted: Tue Feb 02, 2010 6:19 pm
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...
Re: Q3ct4
Posted: Fri Feb 05, 2010 2:43 pm
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.
Re: Q3ct4
Posted: Sat Feb 13, 2010 1:15 pm
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...
Re: Q3ct4
Posted: Sat Feb 13, 2010 3:54 pm
by AEon
The more obvious way would have been to post another beta

... for in-depth feedback on all your changes.
Re: Q3ct4
Posted: Sat Feb 13, 2010 6:12 pm
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....
Re: Q3ct4
Posted: Sat Feb 13, 2010 6:21 pm
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.
Re: Q3ct4
Posted: Sat Feb 13, 2010 6:25 pm
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.
Re: Q3ct4
Posted: Sat Feb 13, 2010 6:45 pm
by cityy
Let's say they are "a bit" larger
Hmm, I actually never looked much at the door texture - just needed one and this one was the first best I found.
Re: Q3ct4
Posted: Sat Feb 20, 2010 9:28 am
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..
Re: Q3ct4
Posted: Sat Feb 20, 2010 10:43 am
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
}
Re: Q3ct4
Posted: Sat Feb 20, 2010 11:01 am
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:

Re: Q3ct4
Posted: Sun Feb 21, 2010 3:03 am
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.

on using the :q3map suffix. I approve.
Re: Q3ct4
Posted: Sat Feb 27, 2010 10:18 pm
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.

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]
Re: Q3ct4
Posted: Sun Feb 28, 2010 1:20 am
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.
Re: Q3ct4
Posted: Sun Feb 28, 2010 4:13 pm
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.
