Zelda maps (project picked back up finally).

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Kammesennin
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Joined: Sun Jun 19, 2005 4:22 am

Zelda maps (project picked back up finally).

Post by Kammesennin »

I'm soon (within a few days) beginning a project to build a decent number of maps, to incorporate most (if not all) the areas seen in Zelda:Ocarina of Time, into Quake3. And what I'm needing is people who could create 3d models for these maps, for example, for the trees, torches etc... If anyone would be able to make these for me, or already has them, that would be awesome. And I know "beggars can't be choosers" but I'm gonna be sort of picky about this anyway (sorry!). The models must be accurate to those seen in-game, and the same or better (preferably better) quality as those seen in-game.

Also as stated in the topic, I'm in need of textures either directly from the game, or made anew that match those in-game. Although if made new, please if possible provide a higher resolution for them so they are more fitting in the quake3 universe. I have been searching for these textures myself and still am, but can't seem to find'em. I found a method of extracting them from the rom, but can't quite manage to get it to work unfortunately (believe it is a prob with my pc, not the method because by the way it sounds it should work fine).

All credit will be given where it is due, and anything I can help anyone who helped me with I will do. (Webspace etc...) Thanks in advance to any who contribute to this, and please know I'm not sitting back while others do my bidding, lol. I'm searching like mad for those textures, and possibly some md3s that are suitable for these maps.
Last edited by Kammesennin on Fri Mar 30, 2007 4:24 am, edited 1 time in total.
Pext
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Post by Pext »

you could ask rep; he is a modeller, lol
rep
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Post by rep »

How is that funny? I've posted the best models Q3W has ever seen and I've made the front page big picture article of Polycount a few times without trying. What's the deal?
[img]http://members.cox.net/anticsensue/rep_june.gif[/img]
Grudge
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Post by Grudge »

Link us up then, tough guy.
o'dium
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Post by o'dium »

I've made it on several big name sites (IGN, planet quake, gamespy, blues news etc) with pictures and interviews with myself, and i cant draw for shit.

So don't think your anything special.

Link us up kid.
obsidian
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Post by obsidian »

:smirk: Seriously though, don't derail Kammesennin's thread please.
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Kammesennin
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Post by Kammesennin »

thanks obsidian. If you guys are truly good (I wouldn't know) and are interested, then lemme see a model or two of whatever you want to make from OoT please. Also anyone who could get/make those textures I need, would be great. I am still looking for them myself as well, so far I have A grass texture lol... I may be sticking with it considering it doesn't look too bad in-game, but I dunno we'll see. Anyway, I gotta re-install radiant now cuz it's got some stupid error constantly and then I'll try to make a map out of caulk I guess for now.
Kammesennin
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Post by Kammesennin »

Alright, i got texture dumping to work for the rom, only problem is it's master quest and i never ran through that one, so it could take quite a bit for me to get all required textures unless i can find the original OoT rom. But as far as models go, i still require any anybody can come up with. All help is greatly appreciated.
obsidian
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Post by obsidian »

BTW, I suggest that you post up a couple of screenshots of what you have so far. Not many people are willing to contribute to a project if they have no idea of how it has progressed, simply because they don't want to spend a lot of time on something only to find that the other person lost interest or whatever. Especially since you're relatively new here.
[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]
o'dium
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Post by o'dium »

The fact hes ripping media out of the original should be proof enough not to do anything...
obsidian
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Post by obsidian »

Actually, if you're ripping any assets from another game, that's actually a copyright infringement. So without getting sued, I suggest that you remake your textures from scratch in the likeness of the original theme. It'll be more original and better anyway.

Odium, at least give him the benefit of the doubt.
[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]
Kammesennin
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Post by Kammesennin »

obsidian wrote:Actually, if you're ripping any assets from another game, that's actually a copyright infringement. So without getting sued, I suggest that you remake your textures from scratch in the likeness of the original theme. It'll be more original and better anyway.

Odium, at least give him the benefit of the doubt.
I'm ripping them so I have something to base the new textures on which will be much bigger than the originals. The originals are so damned small anyway even if i wanted to just use them like that, and since people are demanding to know i'm doing something i guess i could use some other random textures that seem fitting enough to know what things are. But it won't be for a while because I have things to do outside the house as well, and am brand new to mapping still, so it won't be a 5 minute thing for me as i'm sure it is with most others to do this.
o'dium
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Post by o'dium »

When to textures and mapping, remember to map with the textures at the final res and not the lower res ones otherwise it will bea pain to scale and fit things again later.
Kammesennin
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Post by Kammesennin »

o'dium wrote:When to textures and mapping, remember to map with the textures at the final res and not the lower res ones otherwise it will bea pain to scale and fit things again later.
unless i'm misunderstanding you, i don't think it would be a problem if i just use the surface editor. At least for the one i'm doing now, cuz i'll be making the Lon-lon Ranch for my first map. I feel it's simple enough compared to most other areas in the game. I've gotten a few textures done in .jpg format so q3 will read them, but I've run into a problem actually. I made a texture for the fence that goes around where most of the horses are supposed to be, and I need to set a transparency to it, and I know q3 won't read .gif or .png so i'm wondering how I would set a .tga with a transparent color?
o'dium
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Post by o'dium »

First of all, dont use jpeg. Ever. Fucking hell, i wish i could burn he person who said "LETS USE JPEG!" in games...

only png or tga support alpha channels. Q3 only supports tga. So you need to save the part of the texture to alpha and then create a shader for it to work.

But i highly suggest if its a "fence" you make it out of brushes, or models. If its something thats too small for real brush work, THEN use alpha. But going back to what i remember, you will need ot make it out of brushes.

Oh yeah, btw, before you do this email nintendo or they will shut you down.
o'dium
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Post by o'dium »

This/?

Image

The one on the left, brushes. The one on the right, model it.

That is, if you wnat a nice detail map and not a bog standard "uggh" map.
Kammesennin
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Post by Kammesennin »

it would be the one on the right givin' me hell. I'm not sure on modeling, but I figure either way i've got more questions so i'm gonna go with the whole alpha and shader thing... how do i save part to alpha, and how do i create a shader so it is transparent? (sorry for all the crap i'm clueless about).

And btw, before I post a screen or anything that would actually infringe on nintendo, i was gonna e-mail'em anyway.
obsidian
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Post by obsidian »

Depending on the program that you are using, you can create an alpha channel - a grayscale image where black = transparent, white = opaque. In Photoshop, create a new layer in the "Channels" palette which will be automatically named "Alpha1". Other programs that I know of that support alpha is PaintShop Pro and the GIMP.

When saving your TGA's with alpha, save as 32-bit. TGA's without alpha should be saved as 24-bit.
[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]
Kammesennin
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Post by Kammesennin »

alright, I played around a bit in photoshop, i was using a light green as the background that i wanted transparent and of course it didn't work, so after re-reading what you posted i gotta make the background black i'm guessing? I'll be out for a while today, so this may be the last post from me so if you want to see what i've done so far (not finished res images) i'll upload them to my photobucket and edit this post in a sec. ok nevermind, can't upload'em to photobucket, it doesn't accept .tga lol. goddamn, what am i gonna do. screw it i'll keep playin' around with it.
urgrund777
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Post by urgrund777 »

the 'background' is defined in the alpha channel, not the RGB. It doesn't matter what you put in the RGB, it will not affect the alpha...

As obsidian said, make a new (4th) channel for your texture... it will define what is see-through and what is not. (including gradiants of opacity)
bork[e]
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Post by bork[e] »

Kammesennin - Being new to everything you are trying to achive is like you right now trying to get signed by a major recording company, or getting signed to pitch in the 7th game of the world series some day without having any training.

I would love to see your creations when you are finished, as I still can't get enough zelda most of the time, but this just seems like a huge feat for someone who is new to this...correct me if I'm wrong though.
obsidian
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Post by obsidian »

On how to write shaders, see my signature where it says "Shader Manual". That's the best resource for shaders on the web (and I'm not just saying that to 'toot my own horn').

Also, take a look at some of the shaders that come with Q3 as examples.
[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]
obsidian
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Post by obsidian »

bork[e] wrote:I would love to see your creations when you are finished, as I still can't get enough zelda most of the time, but this just seems like a huge feat for someone who is new to this...correct me if I'm wrong though.
Bork[e] has a point here. Since you're obviously new to this, your choice of project seems a bit ambitious. Maybe you should start with something a bit smaller and simpler before undertaking larger projects.

Try creating a small 2 room deathmatch map using default Q3 textures and models. Make the 2 rooms different sizes and at different levels, so one room is higher than the other (about 128-256 units higher). Then make some small stairs, hallways, etc. connecting the two rooms. Keep the map size around 1024x1024 units more or less. Hallways should be 128-192 units wide. Stair height should be 8-16 units high. Just rough it out for now without too much attention to details or texturing and then submit the map for alpha testing. We'll fill you in on the rest later.
Last edited by obsidian on Wed Jun 29, 2005 1:53 am, edited 1 time in total.
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bork[e]
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Post by bork[e] »

If you decide to do what obsidian has said above, that would give you a great understanding of where/how/why to use deatial brushes over all structural, where to use hints, how changing shaders around effect what the texture looks like ect...

edit: I would recommend you do that before trying to mod the game they you are wanting to. But, that's totaly up to you...some find it easier to take big steps like you are trying opposed to ant steps that I have to take in this feirld. :p
Kammesennin
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Post by Kammesennin »

actually I have done a few small things, similar to what obsidian suggested even, never bothered to complete any of my maps due to "mappers block" because until this project i never am able to plan anything ahead, i always have to figure it out as i go... just the way i go about all things i guess, it usually works out rather well, just for some things it takes longer than it should. I looked up some things about alpha channels and figured out what was wrong with my .tga's... my ver. of photoshop has a problem with saving alpha channels, but i downloaded the fix for it and i'm gonna test it out now. And i realize this is a big project, and for a newb at that, but that's how I always am, I come up with a big idea I shouldn't be able to carry out, and I keep going with it until I finish and most people usually like what I come up with at the end. Anyway, I'll edit this post in a few minutes with my results for the .tga. If I'm successful I shouldn't need much help, I'll just update the thread with my progress from time to time.

EDIT: lol, i succeeded in making the part i wanted transparent white. Damnit... i can't wait til' i figure this out, I know it's something stupid I'm doing wrong, I just can't figure it out.
Last edited by Kammesennin on Wed Jun 29, 2005 4:43 am, edited 1 time in total.
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