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Posted: Wed Jun 29, 2005 4:33 am
by bork[e]
Ahhh, the best of luck to you then. Can't wait to see the final product.

Posted: Wed Jun 29, 2005 5:55 am
by Kammesennin
there is something i simply am not understanding about these damned alpha channels... it seems no matter what i do there is still no transparent color. Can anyone help me better understand this please. I am trying to make pieces of a fence transparent... The parts of the image that are to be transparent are a dark red now, I may just change it to black and see if it works, i'll continue playing around with it and will post if i figure out what stupidity i've been doing wrong.

Posted: Wed Jun 29, 2005 2:08 pm
by obsidian
When you have the alpha channel selected in Photoshop, it tints the transparent parts red. Deselect the alpha channel (select thr RGB at the top of the stack) and it will hide the red stuff.

Also, don't forget to write a shader for your texture.

Posted: Wed Jun 29, 2005 7:32 pm
by Kammesennin
it's not tinting anything red... nothing is being made transparent at all by the alpha channel.

Posted: Thu Jun 30, 2005 1:18 am
by Kammesennin
Here's some pics of something I'm rather proud of (being a newbie mapper)
Image
normal, head on look at the door.
Image
closer look at an angle showing knob is infact 3d.
Image
another angle showing the completed doorway sign and all. (The light green on the texture way out in the back is one of my screwed up fences)

Thanks a lot Kaz, the shader script is exactly what I need I think, I'll have to get right to work on trying this.

Posted: Thu Jun 30, 2005 2:15 am
by Kammesennin
it did work, although I've got a bit more editing to do due to a slight green outline around the spikes on one texture (gotta test the others), regardless it worked! Thanks a lot Kaz, you've been a big help with that little script there. :)

Posted: Thu Jun 30, 2005 2:26 am
by Kammesennin
Kaziganthe wrote:You're quite welcome. You don't have to use green, it was just a color I picked. It'd be better to use a color for the background that matched the fence itself.
well actually, that green u used happened to be the original green i was using in the fences.

And actually I've got another question... you know how skyboxes kind of automatically make light around the map. I want to know if that light can be tones down cuz well... maybe it's my brightness setting, cuz a screenshot doesn't do it justice compared to how bright it looks while i am actually playing.

Posted: Thu Jun 30, 2005 2:43 am
by Bacon
Why don't you dump the n64 map data into VRML then import into 3d studio max, invert the faces, and make an .ase, I did it with ut2004 and made all the perfect dark maps, and they are all 1:1. You can even keep the texture data so you dont have to texture anything.

p.s : I tested with oot, and I can dump the vrmls. Only problem is I have to do it one area at a time because of how the n64 loads maps. Me and a friend are going to start this as a project, and make the entire hyrule.

Posted: Thu Jun 30, 2005 4:15 am
by Kammesennin
Bacon wrote:Why don't you dump the n64 map data into VRML then import into 3d studio max, invert the faces, and make an .ase, I did it with ut2004 and made all the perfect dark maps, and they are all 1:1. You can even keep the texture data so you dont have to texture anything.

p.s : I tested with oot, and I can dump the vrmls. Only problem is I have to do it one area at a time because of how the n64 loads maps. Me and a friend are going to start this as a project, and make the entire hyrule.
Well... I'm not experienced in 3dstudio max at all, and don't know how to do anything with it if i wanted to anyway. Also I prefer my method of making things myself, just makes the finished product feel better to me. Besides I don't want the areas EXACT, they will be modified in ways to fit the Q3 universe, so that more than running around looking at scenery is possible, I want these things DM capable, some Tourney Capable, all TDM capable, and maybe even a few CTF capable. (Speaking of CTF I've got plans in store for a CTF version of Lake Hylia).

If anything I'm saying seems like I'm flaming you, don't take it that way, I just have a terrible way with words, but I do have a question for you. Are you doing this in UT2004, or are you doing this for Q3 as well?

And for any interested in my progress, I have finished Talon's house in Lon-lon ranch just minutes before I was typing this whole long message.

Posted: Thu Jun 30, 2005 5:06 am
by Scourge
Wow, sounds like a pretty ambitious project. :icon14: Hope it goes your way. :)

Posted: Thu Jun 30, 2005 6:28 am
by Bacon
Im making hyrule in ut2004 :icon26:

Posted: Thu Jun 30, 2005 7:17 am
by Kammesennin
scourge34 wrote:Wow, sounds like a pretty ambitious project. :icon14: Hope it goes your way. :)
heh, thanks!

Bacon, that's awesome, I'll be tempted to buy the game just for the sole purpose of playing your maps, I'd love to see them rendered in that engine.

Seeing as I'm posting, I'll update my progress. Lonlon Ranch has a few more tweaks before it is done, once I finish it, I'll go back into Photoshop and fix those textures with the green outlines, thankfully no resizing will be necessary. But once that is all done, which shouldn't be too long from now, I'll be making the levelshot and the map will be done. Not bad considering I started it today and am a newbie yet. I'm gonna have a few friends test it afterward and see what (if anything) needs changing. I know the Stable roof will need some editing sometime, considering it is NOT that beautiful, but for the time being it shall do. (The part with like 3 different sloping directions is givin' me trouble, but it's nothing I can't figure out). I won't post the map anywhere soon, but screenies are to be expected.

Posted: Thu Jun 30, 2005 7:36 am
by o'dium
Bacon wrote:Im making hyrule in ut2004 :icon26:
That could work :icon14:

BTW somebody used gifs :icon28: :icon28: :icon28:

Posted: Thu Jun 30, 2005 8:03 am
by Kammesennin
o'dium wrote:
Bacon wrote:Im making hyrule in ut2004 :icon26:
That could work :icon14:

BTW somebody used gifs :icon28: :icon28: :icon28:
whaddaya mean somebody used gifs?

Posted: Thu Jun 30, 2005 9:27 am
by Kammesennin
Oh man... I couldn't make you guys scroll through these pics so... I'll link to'em all I guess. It's not 100% done, but it is 90%. It's got little tweaks here and there (especially the lighting) to do, but other than that it is pretty much complete. Not bad for a days work I guess. Anyway, here come the links to all 11 images. My personal favorite is #6, I love how that staircase and the rails came out. Upon closer inspection in-game, the rails need much work, but that's okay, in that screenshot they look beautiful to me! :)
NOTE: These do not represent the final product. Items may be added/moved/removed entirely. Brushes may be moved/altered. Models WILL be added here and there, and those pots are definitely not the final version, and look better in the editor, I gotta play around with'em to get'em showin' up right.

http://img.photobucket.com/albums/v440/ ... onlon1.gif
http://img.photobucket.com/albums/v440/ ... onlon2.gif
http://img.photobucket.com/albums/v440/ ... onlon3.gif
http://img.photobucket.com/albums/v440/ ... onlon4.gif
http://img.photobucket.com/albums/v440/ ... onlon5.gif
http://img.photobucket.com/albums/v440/ ... onlon6.gif
http://img.photobucket.com/albums/v440/ ... onlon7.gif
http://img.photobucket.com/albums/v440/ ... onlon8.gif
http://img.photobucket.com/albums/v440/ ... onlon9.gif
http://img.photobucket.com/albums/v440/ ... nlon10.gif
http://img.photobucket.com/albums/v440/ ... nlon11.gif

Lemme know what you guys think, what needs to be done to make it even more playable without straying too far from Zelda. (Keep in mind it is meant for a minimum of 4 or 5 players/bots) Anyway, I'll quit typing now, a simple :icon14: or :icon13: will suffice for peoples opinions. Just don't comment on the green in the fences please, I know about it, and will fix it immediately, I just wanted to more or less finish the brushwork on the map.

EDIT: Fences are fixed and display properly now. And after using GTK Build to build my bsp instead of the built-in Q3Radiant thing, the brightness is greatly reduced, and the lighting is nice now, with shadows and things.
I think the next map I do will be Kokiri Forest, followed by the Lost Woods combined with the Sacred Meadow. (many maps may be combined with areas where it is deemed to fit).

Posted: Fri Jul 01, 2005 12:11 am
by Bacon
Looks pretty good so far :)

Posted: Fri Jul 01, 2005 1:37 am
by Kammesennin
Bacon wrote:Looks pretty good so far :)
thanks, I've been waiting all day long for somebody to say something about it, good or bad.

Posted: Fri Jul 01, 2005 1:42 am
by bork[e]
Took a quick look through all of them, and I haven't played that game in years and I could tell what area of the game you're going for. So for that alone I would say awesome job so far, but...

Everything looks, uhh, 2d-sh I guess I'll say, real flat. Throw some rocks around, trees ect...

I can't for the life of me remember the name of the application that created terrain for you, terragin or something maybe?

Posted: Fri Jul 01, 2005 4:53 am
by obsidian
Terragen. Though to be honest, Q3Map2 terrain is much easier to use and better looking than anything Terragen ever put out.

I love Google. I typed in "Sock" and "Terrain" of all things and I found what I was looking for:
http://www.planetquake.com/simland/page ... ain1_1.htm

Posted: Fri Jul 01, 2005 8:05 pm
by Kammesennin
bork[e] wrote:Took a quick look through all of them, and I haven't played that game in years and I could tell what area of the game you're going for. So for that alone I would say awesome job so far, but...

Everything looks, uhh, 2d-sh I guess I'll say, real flat. Throw some rocks around, trees ect...

I can't for the life of me remember the name of the application that created terrain for you, terragin or something maybe?
yeah, trees and stuff are planned, to go into it, it's not completely done and this is not what ppl will see when i release the map pack. There will be changes galore, and as far as the ground being flat... well it is in the actual thing, however i was thinking of maybe opening up the grotto that could be opened via the song of storms. Allow players to get in there and have something waiting for them. Maybe I'll move the haste down there or something.

Thanks for the link obsidian, I'll look into that and see what I'm actually going to do, but I think I might actually leave that whole area flat.

EDIT: Ahh, I see what this is now, texture-blending and such. Yeah that would definitely come in handy to learn, because that effect is done a lot within OoT anyway.

Monitor died! WayTF!!

Posted: Fri Jul 01, 2005 9:45 pm
by Kammesennin
Well now this will definitely delay me... my monitor on my pc died and the pc won't bootup without it connected, and it's not the type of monitor where you can just plugin a different one... This one is attached to the pc. It's a Gateway MediaCenter 600XL, look it up if you're interested in how it looks. Anyway, I gotta call those bastards and have it sent in to them for the third time for repair so far because they just can't understand it no matter how you tell them the problem is the monitor, not the graphics card. I guess they would know better anyway... afterall they did build the damned thing (and try to send it out without a mobo.. dumb shits). Anyway, I'll post again if I get it working, or when I get it back from Gheyway.

Posted: Fri Jul 01, 2005 9:47 pm
by bork[e]
hahaha, god do I ever know how that is. Just a few weeks ago I crashed mine, but it was my ignorance of Linux wich caused my problem.

Hope you get it sorted, was looking forward to a release. :)

Posted: Sat Jan 20, 2007 8:01 am
by Kammesennin
A year and a half later I get it all sorted out with Gateway... they were telling me $80 to ship it to them... I had no job for a while, I finally got the money and found out the asshole wanted me to do expedited shipping without telling me... box/shipping is free for this pc. I learned a quickfix for this issue though, turn it off, unplug it, and hold the power button for 30 seconds. Resets all the hardware and everything starts working again. I seem to have forgotten a lot of what I have learned, but have remembered a good bit from re-reading this old topic. Sorry it all took so long, but I'll be getting back to work shortly.

Somehow I have to fit this into my schedule between work, maintaining and updating my San Andreas server, and sleeping. I'm pretty sure I got the green out of the fences before this thing crapped out on me, still have some lighting issues and need to try to make a new skybox, other than that it's not too shabby for my first.

I have a crappy video somewhere of myself running through it quickly, I'll try to find that and upload it somewhere.
EDIT: Found it and uploaded to Google, here's the link
http://video.google.com/videoplay?docid ... 1944167767

Posted: Fri Mar 30, 2007 4:23 am
by Kammesennin
More pictures finally. I haven't had work for some time now so I've re-read some things, re-figured it out for the most part, went over the map repeatedly and found its little problems that make it... not-so-good. I've done a little work but was halted by a skybox problem so I've got a temp. one that sucks on there for now. I began mapping the interior of talons house and have the door to it opening now (simple sliding door, don't know how to make it "open" like a real door would). I replaced the grass texture with one I like a bit more, and I apparently have some appearing/disappearing textures here and there, but I will solve that problem shortly, for now I want to finish making the interior to talons house. I uploaded many screenshots to photobucket and the links to each are below.

http://img.photobucket.com/albums/v440/ ... ch1pt2.gif
Just a basic view of the stable/house.

http://img.photobucket.com/albums/v440/ ... h1pt21.gif
A view of the fenced area (I know the dirt around the fence is missing, I'll get it there, don't worry).

http://img.photobucket.com/albums/v440/ ... h1pt22.gif
A better view of the staircase to the Railgun.

http://img.photobucket.com/albums/v440/ ... h1pt23.gif
The shed where the rockets are stored.

http://img.photobucket.com/albums/v440/ ... h1pt24.gif
The southwest corner where the plasma is. (this is northwest technically, but for accuracies sake, it's southwest.)

http://img.photobucket.com/albums/v440/ ... h1pt25.gif
The... barn or whatever that is with some lightning (will definitely be moved).

http://img.photobucket.com/albums/v440/ ... h1pt26.gif
Look at the stable, and early version of the pots... I'll have to model them in the end, but for now they are brushes.

http://img.photobucket.com/albums/v440/ ... h1pt27.gif
Rather dark screenshot of the door at talons house.

http://img.photobucket.com/albums/v440/ ... h1pt28.gif
Rather dark screenshot of the door (open) at talons house.

http://img.photobucket.com/albums/v440/ ... h1pt29.gif
Peeking outside of talons house through the doorway (lighting will be implemented once the interior is fully mapped out).

If anyone reads this dead thread that was once a part of it, or even if you weren't, lemme know what you think of my progress so far please.
EDIT:
I may just take some editor shots of this to help brighten up those dark screenshots.

Posted: Fri Mar 30, 2007 5:00 am
by Kammesennin
Triple post... sorry felt it was necessary for this. I went into the editor and got 2 shots... brighter shots. Allows you to see the door closed from the outside and opened from the inside.

Image
Do I need to explain this?

Image
Looking outside of talons house through the now open door. You can see the texture I chose for the wood floor, and obviously the interior needs much more work, but I'm getting to it.

That's it for now. All suggestions/comments/questions/constructive criticism are definitely welcome. And again, I apologize for triple post, won't happen again.