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Topic Starter Topic: Starting a project for big time called 'Russia Cyrylic'

Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-15-2011 05:44 AM           Profile Send private message  E-mail  Edit post Reply with quote


I'm starting new project 'Russia Cyrylic':
Who want to help, then have to reply with possitive answer.
Who don't want, only have to leave this topic.

This map will be a complex terrain level for Team Arena mod and will have concept of leaved bases with russia glyphs at trims and decals. At bases will be also stone with people list died in war (glyphs at list will not be visible, only the title will have visible text 'Умрели' (Umrjeli / Died).

All russia glyphs are studied from PDF document, where are glyphs written at big, small and phonetic form.
Glyphs will be at Times New Roman font and at decal textures will appear english texts: 'RED BASE', 'MIDDLE GROUND', 'BLUE BASE'.

Stone has to be external model imported to map (md3 OR ase) and has to be about 192 units tall.
Sounds have to be used from Team Arena packs.

One question about textures:
How to use texture from other directory instead 'textures/blablabla'?
I'm using GTK Radiant 1.5 (NetRadiant is more buggy than this editor).



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-15-2011 06:14 AM           Profile Send private message  E-mail  Edit post Reply with quote


I want to invite you to help me with making first BETA release of this level. All authors of media given me for complete map will get this 1st beta release of map and can test the map with or without cheats (as you want). Also second, third etc. BETA release, if BETA will continue will be automatically avaible for all authors of media given me for map comleting.

You can make for me:
# Terrain textures
## Stone (new & old)
## Sand
## Snow (pure & dirty)
# Base textures in psd OR xcf format (PSD from PhotoShop, XCF from GIMP) with all layers used in textures
## For red trim with text 'ТАхХЕеёзЗийИЛЦФцчЧфЫэЭЮяЯ' hidden in spread
## For neutral trim with text 'ъНОоПпуюЮыФВвЗлиЭЙМмУБраАг' hidden in spread
## For blue trim with text 'АрРБбвГгеЁЖжзИЙлМноПСсУь' hidden in spread
# Rusty textures
# Jumppad & launchramp textures
## Base texture with 'РЦ' text (RC) hidden in spread
### Jumppad has a circle with text and glass arround (glass hidden in TGA alpha channel)
### Launchramp has an arrow with text and trims behind the ramp (ramp hidden in TGA alpha channel)
## Additional spread texture for glowing
## Additional text texture for glowing
## Additional radar texture for jumppad behind glass
## Additional arrows texture for launchramp at trims
# Decal textures
## For red side with text 'RED BASE' in up & text 'КквЁзЗИйэЭчЧ' in down
## For neutral side with text 'MIDDLE GROUND' in up & text 'АавБбШшеЪЬзИл' in down
## For blue side with text 'BLUE BASE' in up & text 'ЗзбГвжщЩЙйёЕБ' in down
# Die stone texture with title 'Умрели' & list of died in war (list with nonvisible glyphs)
# If you want, some shader concept



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Insane Quaker
Insane Quaker

Joined: 28 Jan 2010
Posts: 302
PostPosted: 08-15-2011 06:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


I suppose this "project" would be a map. And that to-do-list is something what mapper can do in few days in PS or GIMP (and >days< only with one hemisphere of brain).

If you would like to start project, you should show some documentation. At least: how it should look (blueprints), some important points, what is your goal. Also you should give us some references - what experience you have and WHY we should cooperate with you. Because this is like "I am new mapper who have never made map and I want you to make me all textures, I have no idea how it should look like (except some cool-ish text(s)), and so there is no warranty, that I will NOT cancel this next week".

This is motivation for nobody. You imagine this like (sorry for czech proverb) Hurvínek válku. Now you should make some documentation or do it on your own.

Textures: it is up to you what folder do you choose, but q3 community respect default structure. Textures in "textures/whateverthere/textures_here", models in "models/whateverthere/models_here", sounds in "sounds/whateverthere/sound_here" etc. But you can define shader with textures from models/ directory or any directory you choose or create. But it is only good for enthropy.




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-15-2011 08:07 AM           Profile Send private message  E-mail  Edit post Reply with quote


There is concept of die stone-obelisk, powerup column, launchramp & jumppad.




Attachments:
File comment: Basics concept
skenovat0008.jpg
skenovat0008.jpg [ 209.05 KB | Viewed 58 times ]

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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-15-2011 08:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


Map will be made by me, I just want some texture design concepts. In attachment is concept of die stone-obelisk, column profile and launchramp + jumppad textures for use.

Also, I can make simply textures in GIMP and send it as attachment.



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-16-2011 06:52 AM           Profile Send private message  E-mail  Edit post Reply with quote


If you're finding documentation, there is my mind:
CZghost wrote:
I'm starting new project 'Russia Cyrylic':
Who want to help, then have to reply with possitive answer.
Who don't want, only have to leave this topic.

This map will be a complex terrain level for Team Arena mod and will have concept of leaved bases with russia glyphs at trims and decals. At bases will be also stone with people list died in war (glyphs at list will not be visible, only the title will have visible text 'Умрели' (Umrjeli / Died).

All russia glyphs are studied from PDF document, where are glyphs written at big, small and phonetic form.
Glyphs will be at Times New Roman font and at decal textures will appear english texts: 'RED BASE', 'MIDDLE GROUND', 'BLUE BASE'.

Stone has to be external model imported to map (md3 OR ase) and has to be about 192 units tall.
Sounds have to be used from Team Arena packs.


One question about textures:
How to use texture from other directory instead 'textures/blablabla'?
I'm using GTK Radiant 1.5 (NetRadiant is more buggy than this editor).


Problem with finding understand? Email me at marPolda@gmail.com



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-17-2011 10:17 PM           Profile Send private message  E-mail  Edit post Reply with quote


I need to know, how to import textures from models/mapobjects/somemodel directory, because lot of models are in ase format and have textures from their own directory.



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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 08-17-2011 10:28 PM           Profile Send private message  E-mail  Edit post Reply with quote


I'm pretty sure some of the way you come over in your posts is just down to English.
That said, it seems to me you are trying to run before u can walk. Maybe a smaller less ambitious project would be a good idea until you are totally familiar with the editor and idtech 3.
There are so many tutorials about editing ase files, it seems u haven't done the research.
Basically any text editor can open an .ase.
Then you can edit the texture paths. You will need to do a little more reading to understand what each of the texture paths refers to.




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Insane Quaker
Insane Quaker

Joined: 19 May 2007
Posts: 262
PostPosted: 08-17-2011 10:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


just use the remap texture cmd on the model

check the model entity for the exact cmd and usage



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-19-2011 12:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


g0th- wrote:
just use the remap texture cmd on the model

check the model entity for the exact cmd and usage

Ok, but where I can find this command or where I can type this command to remap texture?

Command line shows compilation process (as DOS window) or commands like subtracting or merging.
But remap texture command I haven't found.



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Cool #9
Cool #9

Joined: 01 Dec 2000
Posts: 36614
PostPosted: 08-19-2011 01:14 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Why don't you just start off with building the basic layout of your map, make sure the flow is right, the items in the map are balanced well and the general gameplay is Ok. Then come up with some texturing themes you wish to use in your map. Find some textures that work well together. When you've reached that point you can start asking if other people are interested in creating assets for your map. The thing is, right now you have nothing to show us. People aren't sure what kind of map their assets would end up in. If you have some screenshots of some real work done, then people know what to expect from you. And I don't mean scans of little doodles you've done on paper, but actual brushwork shown in-game.



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-19-2011 08:55 AM           Profile Send private message  E-mail  Edit post Reply with quote


@Eraser:
My work always start with drawing brushes and right texturing. Then I add some entities and items, spawnpoints, lights, functions and then I compile map with Q3Map2 Toolz (combination power of q3map2 and bspc). GTK Radiant haven't important compile switchers -patchmeta and -patchshadows.
And bspc is required to create map playable with bots.

For easier work exists utility Q3Map2 Toolz.

@g0th-:
Where can I find remap texture command?
Or how I use command line in Radiant?



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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 08-19-2011 08:56 PM           Profile Send private message  E-mail  Edit post Reply with quote


Shader remapping is done via the entity editor (select the entity and press n).
The explanation of how to set the key and value is in the entity description notes in the entity editing window.
On a side note, you actually can edit compiler command lines in gtk. You can set what ever keys you want to create your own command lines if you want different to the existing options.




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-21-2011 03:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


@dONKEY:
Entity editor edits entity properties, not their textures. I want to set texture from models/mapobjects/somemodel/ directory and entity editor cannot help me with that, yeah? I can use Surface inspector (key S) and type the texture into texture input (there is predefined the 'textures/' prefix, so I can use two dots '../blabla')



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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-21-2011 03:08 AM           Profile Send private message  E-mail  Edit post Reply with quote


WOW! The Surface inspector allows me to add ../ prefix for set the directory to parent directory. And then I can type whatever texture placed whereever.



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Insane Quaker
Insane Quaker

Joined: 14 Oct 2001
Posts: 419
PostPosted: 08-21-2011 08:11 AM           Profile Send private message  E-mail  Edit post Reply with quote


OK, just slow down...we were talking about changing the textures/shaders on models. Correct or not?
There are two approaches. You can edit the ase directly or use the shader remap command via the entity editor. First via the entity editor:
Code:
_remap : Used to remap textures/shaders in the model. To remap all shaders to a given shader, use "*;models/mymodel/mytexture". To remap a specific shader, use "models/mymodel/old;models/mymodel/new".

The key is _remap, the value is as described above.

To edit the ase directly open the .ase in a text editor and you'll see a load of text. The beginning of which will be something like this:
*MATERIAL_LIST {
*MATERIAL_COUNT 1
*MATERIAL 0 {
*MATERIAL_NAME "textures/dk_ng3/kleskob.tga"
*MATERIAL_CLASS "Standard"
*MATERIAL_AMBIENT 0.0000 0.0000 0.0000
*MATERIAL_DIFFUSE 0.8000 0.8000 0.8000
*MATERIAL_SPECULAR 1.0000 1.0000 1.0000
*MATERIAL_SHINE 0.5000
*MATERIAL_SHINESTRENGTH 0.0978
*MATERIAL_TRANSPARENCY 0.0000
*MATERIAL_WIRESIZE 1.0000
*MATERIAL_SHADING Blinn
*MATERIAL_XP_FALLOFF 0.0000
*MATERIAL_SELFILLUM 0.0000
*MATERIAL_FALLOFF In
*MATERIAL_XP_TYPE Filter
*MAP_DIFFUSE {
*MAP_NAME "textures/dk_ng3/kleskob.tga"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0000
*BITMAP "..\textures\dk_ng3\kleskob.tga"
*MAP_TYPE Screen
*UVW_U_OFFSET 0.0000
*UVW_V_OFFSET 0.0000
*UVW_U_TILING 1.0000
*UVW_V_TILING 1.0000
*UVW_ANGLE 0.0000
*UVW_BLUR 1.0000
*UVW_BLUR_OFFSET 0.0000
*UVW_NOUSE_AMT 1.0000
*UVW_NOISE_SIZE 1.0000
*UVW_NOISE_LEVEL 1
*UVW_NOISE_PHASE 0.0000
*BITMAP_FILTER Pyramidal
}
}
}

Note the sections in italics. These are the texture paths you need to edit. You change the paths to your new texture or shader. I would strongly suggest saving your edited ase file under a new name to avoid over writing any existing models in other maps, and then loading the new model into the editor. If I recall correctly the first line of italics is the in game texture, the other two are used by the editor, but to be safe I always edit all three. Note how the final line is written with \ not /. That catches a lot of people out.




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Insane Quaker
Insane Quaker

Joined: 22 Jun 2011
Posts: 409
PostPosted: 08-24-2011 01:02 AM           Profile Send private message  E-mail  Edit post Reply with quote


There is picture showing grenade launcher's texture on brush ;)




Attachments:
File comment: How to show up the grenade launcher mapobject model's texture on brush?
grenadel_editor.jpg
grenadel_editor.jpg [ 32.24 KB | Viewed 33 times ]

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