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				Re: 20 Brush 2012 Discussion Thread
				Posted: Tue Apr 17, 2012 4:48 pm
				by extone
				dervish wrote:
couldn't find a spawn point  

 
yeah, also 
http://q3a.ath.cx/ warning me about it, so I replaced all CTF_xxxspawn with CTF_xxxplayer, it should work now in vanilla q3 as well
and now it's here 
http://q3a.ath.cx/map/xttower/ 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Thu Apr 19, 2012 9:17 pm
				by Justin3d
				Hey everyone. I joined this forum pretty much so I could partake in the challenge. I love contests where resources are limited.
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 3:10 am
				by obsidian
				Welcome, hope you stick around after the contest too.
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 6:48 am
				by Shrimp Scampie
				Is there anything against making a separate botmap for generating a workable aas? (such as described by Simon here: 
http://www.simonoc.com/pages/design/mp/pom_bots.htm ) This would put me over the brush limit if the brushes used to make this aas map are counted.
The bots hate my map 

 (or Q3 just hates my aas, whichever you prefer)
 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 1:25 pm
				by cityy
				I reckon the custom texture rule applys for skyboxes as well?!
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 1:58 pm
				by Eraser
				I've built something that's got 15 brushes or so, and it's great that I still got 5 brushes to spare, but during construction it is alarming to see how tiny changes can end up in the brush count exploding. This is harder than I thought. It's a shame Q3 can't do concave brushes, that would make this so much easier 

 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 3:18 pm
				by obsidian
				Add 5 crates, DONE! 
cityy: I think so, it's not too hard to create cloud layer shaders or other sky effects if a cube map is hard to do.
 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 5:28 pm
				by Eraser
				If you're going for a space vibe, look up some PS tutorials for creating planets and stars. There's a bazillion of them and most of the time they are applicable in programs like GIMP or Paint.NET as well
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 7:56 pm
				by Julek
				caulk brushes count? cause i used one to fix vis problems and i exceeded the brush limit
[edit]
"Special invisible tool brushes (origin, trigger, hints, nodraw, clips, caulk, etc.) are free and does not add to the 20 brush limit."
somehow i miss that
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Fri Apr 20, 2012 7:57 pm
				by obsidian
				Nope, you're good. It's mentioned in the rules.
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Sun Apr 22, 2012 4:20 am
				by fKd
				
 
might scale it down a little, just play testing right now...
 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Sun Apr 22, 2012 5:48 am
				by cityy
				Good boy 
 
 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Sun Apr 22, 2012 8:12 pm
				by j3st3r
				Would a func_button made from the trigger texture count towards the final count?
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Sun Apr 22, 2012 10:26 pm
				by fKd
				It's simple, if ya can't see it it don't count...
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Mon Apr 23, 2012 3:03 pm
				by CZghost
				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).
 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Tue Apr 24, 2012 2:25 am
				by nick lol
				
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Tue Apr 24, 2012 4:32 am
				by fKd
				
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Tue Apr 24, 2012 6:55 am
				by dONKEY
				Here's mine:
[lvlshot]http://www.leveldk.co.uk/dk_q3w20b/dk_q3w20b.jpg[/lvlshot]
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Tue Apr 24, 2012 7:49 am
				by Eraser
				I'm starting to fear that I won't be done in time for the deadline 

 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Wed Apr 25, 2012 9:36 am
				by dONKEY
				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 

 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Wed Apr 25, 2012 3:51 pm
				by cityy
				[lvlshot]http://dl.dropbox.com/u/15072710/QL/20brush_2/shot0002.jpg[/lvlshot]
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
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Wed Apr 25, 2012 4:04 pm
				by dONKEY
				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: Select all
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: Select all
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: Select all
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: Select all
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: Select all
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: Select all
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.
 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Wed Apr 25, 2012 8:00 pm
				by fKd
				dONKEY wrote:Here's mine:
[lvlshot]http://www.leveldk.co.uk/dk_q3w20b/dk_q3w20b.jpg[/lvlshot]
nice!  

 digging the atmosphere.
 
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Thu Apr 26, 2012 12:30 pm
				by cityy
				@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.
[lvlshot]http://dl.dropbox.com/u/15072710/QL/20brush_2/shot0004.jpg[/lvlshot]
I'm almost done now; just gotta make a skybox and light it up. Though I'm out of quota @ cgtextures for today. :/
			 
			
					
				Re: 20 Brush 2012 Discussion Thread
				Posted: Thu Apr 26, 2012 4:26 pm
				by Shrimp Scampie
				
 
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...)