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Topic Starter Topic: Re: AEblocks - Modular Mapping

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Joined: 19 Apr 2003
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PostPosted: 01-19-2015 08:40 AM           Profile Send private message  E-mail  Edit post Reply with quote


Shrinker rightly pointed out to me that, when considering cubes used on a floor, you would actually not want or need any gaps between the cube corners, since they are being used as tiles anyway. This means the cube corners, as seen from above, would "simply" need to be "un-clipped"... making a 5-faced floor tile again, using CSG Merge... and not requiring an overcomplicated and ugly plug brush I wanted to use. This also reduces the number of tris from "15.5" with plug to 10 "no gap" per panel.

Alas, only after building the complete map, and Shrinker's comment, did I note this... sigh.

Luckily I can retro-fix this by using a 4-part plug, only merging the needless corners to the main modules again. Talk about manual labour... sigh... Modular mapping is great if you have instances, if you do not, any mistake will be multiplied n-hundred-fold.

The problem is, again... my angled off cubes (on all edges) are still correct for a free-floating cube... but wrong for cubes in floors and walls. But on any two or more-side accessible surface... e.g. top of a wall... more manual tweaking will need to be done.

Well, it's all a learning process...




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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 01-19-2015 01:02 PM           Profile Send private message  E-mail  Edit post Reply with quote


I like how this is coming along! You have a much more extensive list of modules than I do right now that's for sure too. Though I am only building them as the need arises. I really like how you did the stairs with ramps on either end. :)



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PostPosted: 01-19-2015 02:18 PM           Profile Send private message  E-mail  Edit post Reply with quote


:)... thanks.

It still surprises me that the steep ramps can actually be ran up in Q3A... in Reflex they would be pretty "huge" double-jump ramps.

One day I should install the UT4 SDK (it was available for download?) and take a really close look at your modules... are they actually edged off (bevelled)?... or are your cubes perfect cubes and just have a "dark" edge texture on them? Well, I am learning real edges are a pain... ;)

Your new CTF map was an interesting application of quickly "blocking out" a map. With your 3 paths you might like to try to separate the two outside ones more from the main path... i.e. to make them slightly more secure... presently they seem to be pretty open from the central path. To be able to see the whole map from above, IMO, is another interesting approach to improve spectating. Though a "default" underground path falls flat, simply because it cannot be followed from above. This does make me wonder how many "significantly different" CTF maps can be build in this style, i.e. top down viewable.

I hope to build a second map with my blocks... very experimental and much more vertical. The good thing about fixing the blocks to work better is that the next time I can avoid all those issues...




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Trainee
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Joined: 16 Dec 2014
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PostPosted: 01-20-2015 11:47 AM           Profile Send private message  E-mail  Edit post Reply with quote


The good thing about fixing the blocks to work better is that the next time I can avoid all those issues...

Pffft, we'll just find new annoying issues for you. :D



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PostPosted: 01-21-2015 07:17 AM           Profile Send private message  E-mail  Edit post Reply with quote


I fixed all the floors now... and the walls where holes are more notable will be fixed next (mostly). Though, due to the angled cuts on the other modules, namely any triangular ramps (my patch-based rounded corner ramps are pretty much fine)... fixing them will not be so simple. Might need to recreate them without holes.

Using CSG Merge to "glue on" previously cut off corners, at least brings down the number of angled faces, plus brings down the tris count slightly, aside of fixing the caulk holes. So there is some form of benefit at least.

Still figuring out what connections in geometry I want e.g. when floor cubes touch the wall cubes. Avoiding overdraw fails in a few cases... again need to rethink how to properly avoid it. In the latter case I am tossed between seeing caulk, and texturing with overdraw.

Alas, the quick building I had hoped the modules would allow, is brought down by my optimization attempts... fill holes, caulk unseen faces, do proper clipping and add a caulk hull... but I really would hate to not at least try to optimize the map enough to bring down the tris counts.

Still on the todo... make the bot file compile actually work again via massive clipping of pretty much everything. Though the lack of a caulk hull may also play into this... it might be that the huge box all the map is placed in presently, is seen as bot-playable space, actually I am sure it is... and that does not seem to be helping either.




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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 01-21-2015 02:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


I actually beveled the edges on the blocks and in some cases added small amounts of detail.



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PostPosted: 01-21-2015 03:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Strange... that should have made "holes" in your walls and floors. Then again, your bevels seem to very fine less than 1u, and all your blocks are textured, so one would almost never see holes. My caulked edges in walls stand out pretty badly by contrast. Oh well :)




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Will map for food.
Will map for food.
Joined: 29 Dec 2000
Posts: 1747
PostPosted: 01-21-2015 07:03 PM           Profile Send private message  E-mail  Edit post Reply with quote


AEon wrote:
Strange... that should have made "holes" in your walls and floors. Then again, your bevels seem to very fine less than 1u, and all your blocks are textured, so one would almost never see holes. My caulked edges in walls stand out pretty badly by contrast. Oh well :)


You are correct, the holes are hard to see though but they do exist. In the case of a proper art pass though this would be a consideration and the holes would be covered in some way.



_________________
- Russell Meakim AKA The Castle
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YouTube: https://www.youtube.com/user/zZCastleZz
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PostPosted: 01-22-2015 05:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


Castle,
BTW looking forward to more videoes on Tesseract (follow link for free download of the game). About 10 days ago I installed that game. It seems to be quite amazing what can be done with it... another 3D-view-only editor that may inspire what could be done in Reflex. Though I found that using the FPS crosshair to edit a bit unprecise... then it occurred to me that a "good mapper" would probably reduce the mouse sensitivity for edit mode. Also looked at the edit key bindings of that game and there is a lot there.

Today I looked into the .ogz map format (under e.g. Tesseract\media\map\complex.ogz), a packed binary format my Total Commander file browser was able to unpack (gnu zip or something, not sure). The unpacked file has no file name extension but is in "TMAP" format, alas also a binary. The first few entries in that file (for the map complex) seem to mention things like sunlightyaw, atmoclarity, sunlightscale, skylightscale... one guess is they are attached to the "worldspawn" entity (i.e. any brush, if Tesseract actually had them) as Q3A and Reflex have.

Maybe the above slightly helps. Anyway interesting game and editor.




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PostPosted: 01-23-2015 08:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


One of the things I have started to do, while trying to plug the holes in the walls, is simplify the geometry, i.e. instead of using 5 cubes... turn them into only one block... slightly adds some variation to the blocky look... and reduces the number of holes in the map.


Anyway, after reading a book on garden design (by Joe Swift, regular moderator of Gardeners' World, folks in the UK will know him), I thought a water feature would look nice. There will be plants, at least two trees and also a form of vertical garden in the map. The contrast between greenery and crete should look nice... almost like some of 60ies visions of the future. Though the tubing does clash the "clean look"... I might need to create a different set of textures from Socks that uses less "brownish" tubes, maybe in grey or white.




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PostPosted: 01-24-2015 04:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


So, after a week of work, I pretty much plugged all the holes in the map (must have been around 1000)... except for about 30+ I found after the compile. Finally I can get back to actually building something, instead of repairing the map.

Since I usually build maps using most of the existing geometry as caulk hull... not having any such hull takes a bit of getting used to. To optimized player clip, you usually work towards filling all areas of the caulk hull, to minimize the space the bots will then roam in... a space map is a bit different in that respect. So, I'll have to create caulk hull first, and get it "airtight"... oh joy ;). Hopefully that will take only a day...




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PostPosted: 01-27-2015 01:21 PM           Profile Send private message  E-mail  Edit post Reply with quote


After quite a bit more work than I had hoped, finished the caulk hull... looks like a real map now...


I had one small leak in the map... and apparently the .prt file seems to have issues. Could not check for the one hole the hull had... luckily it was trivial to find... wonder if it is the 64bit version of q3map2 or if GTKradiant 1.6.4 does not load the "leak" file... strange.

I was happy to find out that my careful caulk hull build has not messed into the lighting of the otherwise detail brush map... a few more holes have become more apparent though, so those will also need fixing... but only around 20 or so.

Running about, the caulk hull started to cull parts of the map... alas not quite as well as I would have hope... but that is normal... hint brushes will need to be added soon. Most of the time the tris count is at 15-20k... but in a few areas it ups to 35k briefly... not so wonderful. Though I am pretty sure a few hint brushes will bring it down to worst case 25k... hopefully.

Alas the bot compile still fails even with a caulk hull... too many patches in the map apparently... and bot clipping the winding patch ramps could get ugly. Not sure how to approach this properly... anyway player and bot clip is next... hopefully that gets the map finally working with bots for me to play test the gameplay of the map.




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PostPosted: 01-28-2015 11:57 AM           Profile Send private message  E-mail  Edit post Reply with quote


AAS File Compile Issues

I am presently player clipping the map... and I had hoped that covering the many patches and walls with clip would not only simplify the pathing for the bots, but also fix the compile error I have been seeing from the very start. I did a output compare of r170 and r170 of the map... and the bspc compile did not improve at all.

Compiling with:
    Code:
    bspc.exe -bsp2aas "D:\Games\Quake3\baseq3\maps\aeblocks173.bsp" -forcesidesvisible -optimize

Hope someone can give me a pointer on how to fix this problem:

Code:
D:\Games\Quake3\baseq3\maps>REM ##############################################

D:\Games\Quake3\baseq3\maps>REM ### AAS ######################################

D:\Games\Quake3\baseq3\maps>REM ##############################################

D:\Games\Quake3\baseq3\maps>call D:\Games\Quake3\Radiant\bspc.exe -bsp2aas "D:\Games\Quake3\baseq3\maps\aeblocks173.bsp" -forcesidesvisible -optimize
Opened log bspc.log
BSPC version 2.1h, May  6 2001 16:15:03 by Mr Elusive
forcesidesvisible = true
optimize = true
bsp2aas: D:\Games\Quake3\baseq3\maps\aeblocks173.bsp to D:\Games\Quake3\baseq3\maps\aeblocks173.aas
-- Q3_LoadMapFromBSP --
Loading map from D:\Games\Quake3\baseq3\maps\aeblocks173.bsp...
creating planar surface planes...
searching visible brush sides...
49107 brush sides
49107 brush sides textured out of 49107
Entity 0, Brush 0: duplicate plane
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nummapbrushsides = 94082
  1354 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  1410 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  1450 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  1490 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2018 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2046 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2192 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2220 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2252 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
  2366 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2394 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2687 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2735 curve brushesWARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
WARNING: CM_AddFacetBevels... invalid bevel
  2767 curve brushesWARNING: AAS_CreateCurveBrushes: no winding
  3886 curve brushesERROR: MAX_MAPFILE_PLANES
Closed log bspc.log

D:\Games\Quake3\baseq3\maps>REM ##############################################


If the number of patches is a issue, I could simple delete the caulked patch sides of my modules.

Thanks.

Update
From our own thread:
Quote:
33 Q : MAX_MAPFILE_PLANES (max mapfile planes) [kat]

A : Associated with AAS files for BOTs or AI. Usually caused by using large numbers of models (with q3map_clipModel in a shader) or large numbers of patch meshes in a map.

For models - removing q3map_clipModel from shader and manually clipping with weaponsclip (or some other clip brush) seems to fix this.

For patchmesh - depending on the number of models in a map, converting patch mesh work to ase models sometimes helps (leave clipModel out of shader) to remove the error.

But for AAS problems ydnar has noted that "BSPC needs to be updated with larger allowable values for planes, brush sides, etc." This effects any quake3 engined games using BOTs or AI. [kat]

My map has *no* models at all in it.

Hmmm... converting patches to models... might be something I could do... creating ASE models is not such a big deal, and I pretty much need to clip them anyway.

Though I would hope someone could up the values for BSPC instead... anyone have a working compile tree installed to "hack" up the values as ydnar suggests?

Would simplifying my patch modules help? I.e. remove unseen caulked patch faces?




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PostPosted: 01-28-2015 12:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


So... luckily removing all the unseen caulked patches, was just a few GTKradiant key presses: turn off structural and detail brushes... leaving only the patches in view, then select caulk in the texture browser, and press Shift+A to select all caulked patches and delete them.

According to bspc that removed 920 curved brushes (from 3886 to 2966). The AAS compile works at least again. Hmmm... is 3000 curved brushes another one of those "magic limiting numbers"?




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PostPosted: 01-28-2015 01:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


My first two matches against hardcore bots, 7 of them up to a frag limit of 100. Found a few trivial issues... but the bots seem to love the map, even in this not completely clipped state (also missing extra health and ammo). They use the JPs and the APs to grab the RA... neat. 7 bots is mayhem though, 5 would probably be more appropriate.

Steeper ramps, though not a problem for the player seem to confuse them though... will be adding botclip steps for them on there.

Over all... map seems to be fun... but needs tweaking.

After fixing the more obvious issues, would upload a first test version for everyone to play... question is... would a 248 MB download be "too" annoying? I still have all of Socks textures in my .pk3.




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Theftbot
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PostPosted: 01-28-2015 01:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


EEK




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PostPosted: 01-28-2015 01:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Seems I need to look through my folders and find a "packer" tool that sorts out all the stuff the map actually uses ;)

Update: Strange, even though I do not really use that many textures from Sock's Industrial Set (36 presently) I am already up at 45.3 MB pk3 file size.




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PostPosted: 01-29-2015 03:13 PM           Profile Send private message  E-mail  Edit post Reply with quote


So... cleaning up AEblocks now... to polish it for final release (though that will be probably two more weeks of work).

But one thing I have learned about all this is that bevels are evil ;)... and that for my next map also using modules, I will create a "dumbed down" set of blocks that use mildly clever texturing instead to fake the look of real "angled edges"... this way I can build the map quickly and it will look not completely trivial, but automatically be structural from the start (so I can skip having to create a caulk hull and also having to create a player clip hull for the bots). And there will be no annoying holes in the walls and floors. This way I can experiment with the layout for longer.

This means creating a slew of new crete textures based on Sock's Industrial set, that has "texture edges" (outlines of sort) added to them... following the shapes of the geometry. I may probably be getting into all sorts of trouble with the textures in this next map.

Presently, any significant change to the AEblocks layout would almost be as painful as trying to do that to AEdm7... well not really... but the more detail I add the worse it would get. And the one thing I did learn was that I really need to be able to play the map against bots from the very start... and not towards the end of the build process.

Onwards to the stars... or something...




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PostPosted: 01-29-2015 08:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Starting to add decals and plants to the map. Gives the map a more "living" feel.




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PostPosted: 01-29-2015 09:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


With that much water around that concrete there would be moss/algae growing on concrete in gradient form




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PostPosted: 01-30-2015 04:35 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Looks really cool AEon. I see some sparklies in the tree screenshot though, in the bulkhead above the passage on the left.




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PostPosted: 01-30-2015 05:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


Theftbot,
the map world may be brand spanking new... or they clean up all the moss/algae on a daily basis... ;)... but you did remind me of a "moss"-ish decal texture I could place in a few areas... that might help.

Eraser,
Thanks :)... ironically those "sparklies" are actually angled edges that for some reason or other get a huge amount of direct sunlight from the skybox, making them brighter than the ambient texture faces. Since Q3A, IIRC, does not have AA, they then end up looking like that when you look at the lit angled face from a "strange" angle.

Anyone had such a problem before and found a solution? I.e. angled faces and "strange" lighting. I am probably doing something wrong here.

Hacky Solution: I actually cut off some of the angled edges, to make them flush with the brushes above it (or below it in a few other cases)... a very bad brushwork hack... but that slightly helped.

There are other strange lighting issues... almost like light-wells along some of my geometry... even though all the brushwork above should be "air-tight". Strange. Will get back to such cases towards the end of the map build, when I'll make a concerted effort to fix all such lighting issues.




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PostPosted: 02-01-2015 08:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


AEblocks II - The Return of the Decals

Even though AEblocks will take another few days to finish off... I was thinking about the new set of modules that does not us bevels but fakes that look using "edges" via decals. Hmm... there was a shader "effect" that seems to have done something like that, forgot how it was called though.

Initially I thought it would be best to create a huge collection of textures with such dark edges for the various module shapes... but if you bake the decal onto a texture, so to speak, you cannot change the main texture on the fly and you would need to create many variations of modules, i.e. for each main texture you want to add. Extremely redundant, and would also bloat the .pk3 file size.

Question: Is there a downside to using massive amounts of decals?

Thankfully... all new modules will be basic without, as mentioned, bevels, i.e. true cubes, ramps etc. Very easy to create, no unwanted holes in geometry. So they will be minimal in tris, and plastering decals on them should be also simple. Also the modules should actually take advantage of the compile optimization process, i.e. I can use the modules to crate the caulk hull directly, not having to create a caulk hull manually like before.

Question 2: Did q3map2A merge brushes? E.g. a wall made up of 5x3 cubes would become one large brush during compile? I think this has been happening, but I am not quite aware of the details and limitations. Manual mitering seemed to mess into automatic brush merging during compile, IIRC.

Will be fun to create simplified modules and the new decals for them. Hopefully this lets me create some new shapes that were to complicated to properly do for the bevelled module versions.




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PostPosted: 02-03-2015 11:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Starting a new set of much more simple module blocks, for AEmod, that will be covered with "edge decals":

  • AEmod - left 3x5 blocks with bevels, right 3x3 using new decals
  • AEmod - nodraw brushes with the "edge decals", special ones for the ramps too
  • AEmod - new "corner" modules

Grey and orange chequered look is only to better set off the brushes.




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PostPosted: 02-03-2015 12:59 PM           Profile Send private message  E-mail  Edit post Reply with quote


AEon wrote:
Question: Is there a downside to using massive amounts of decals?


Depends on what you mean by "massive". They certainly add polys and an extra rendering pass with a blendFunc. Generally, this is manageable but I imagine on certain extremes, it could possibly break something/be bad for performance.

AEon wrote:
Question 2: Did q3map2A merge brushes?


Yes and no. Surfaces might become merged if they have co-planar faces and form a convex shape. Also, any differences in textures, shaders, texture coordinates, brush properties, etc. will also prevent them from merging. I'm pretty sure detail brushes will prevent merging, but don't quote me on that. Strictly speaking, Q3Map2 doesn't really merge entire brushes the way the editor might with CSG Merge. It turns all visible surfaces into triangle soup, then tries to remove certain unnecessary stuff like T-juncs if possible, thereby removing unnecessary vertexes and edges.



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PostPosted: 02-03-2015 01:04 PM           Profile Send private message  E-mail  Edit post Reply with quote


obsidian,
thanks... I was aware of most of your points regarding the "merge", but having them concisely listed certainly helps. So it is still a good idea to manually merge brushes, when one notices them. Did that pretty much all these years.

About the amount of decals... pretty much every visible face will also have a decal on it too. Though there is some room for optimization... i.e. a wall would not be made up of many cube faces, but one larger brush, and one larger decal brush.




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PostPosted: 02-06-2015 01:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Experimenting with new blocks... and the new decals...


No idea where this will be going... looks mildly interesting, IMO.

Update:
    AEmod - more pathing, slowly getting somewhere, possibly.




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PostPosted: 02-12-2015 06:41 PM           Profile Send private message  E-mail  Edit post Reply with quote


This is always a good read if you haven't already read it. It'll give you some things to consider as you think aboot your various workflows and methods.

http://www.gamasutra.com/blogs/JoelBurgess/20130501/191514/Skyrims_Modular_Approach_to_Level_Design.php




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PostPosted: 02-13-2015 12:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


I decided to drop the corridor layout... even though it is systematic, it is boring IMO, and was not getting anywhere. The decal outlines I created are subtle and look OK, but somehow the new simpler blocks are a lot less inspirational.

Looking into a texture set by philipk:
that was created for Quake 4 initially. Will need a lot of work to create the shaders for Q3A though (or did someone already create such shaders?), and obviously any specular or bump-mapping will not be usable. The textures looks really nice and Science-Fictiony. Maybe I can come up with something.

wattro,
I played about 700 hours of Skyrim, and was really impressed how they were able to e.g. make every cave look different even though the devs apparently only had a limited set of assets to do that. Seems like the article will be a very interesting read, thanks.




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PostPosted: 02-13-2015 01:48 AM           Profile Send private message  E-mail  Edit post Reply with quote


wattro wrote:


Thoughts (basically repeating some of the concepts in the article, commenting on them):

Indeed an interesting read... it turns out that in most cases I did the right things for my first set of modules or kit as it called in the article. Keeping the size of the player in mind, define the footprint of your basic blocks (64u in my case, paths are 3-4 blocks wide), also think about the height doorways should have and how high corridors and rooms should be (also about 3-4 blocks in my case). Create the basic pieces to "block out" your layout, and then add additional pieces for details, using multiples of the largest possible grid. When naming try to think of an easy to remember and understand format and apply it consistently. Did the latter for the outline decals in my second kit, and that really helped.

So I did already do most of the things "properly" or came up with similar solutions. But the article still inspires by demonstrating that what you (I) came up with, already has been tried and tested by professionals, plus they came up with new and different ideas to go steps further. Will take some more thinking on my part to see how any of those ideas could be used for a map.

Castle's proof of concept in his map using modules was far more of an eye-opener to me. Though Castle may have been aware of this article or the ideas presented... and I just analysed what Castle did quite thoroughly.

Looking at this Skyrim kit screenshot, is much more of an inspiration to me, because it presents a working solution to what modules might be needed to create e.g. corridors or tile floors:


I especially find the floor tiles with attached corner pieces interesting... since they let you place the corner floor piece *and* stay within the footprint, but at the same time allow for some "intrusion" into the floor footprint. Will analyse the kit here some more.

Obviously all this is based on a mesh or model approach for mapping, massively using instancing, not a brush-based one as I had to do in Q3A.

Interesting how the topic of the pivot point also came up. In my very quick model test that seems to have failed (not letting me use many models in Q3A for some reason, i.e the compile failed), Hipshot pointed out that I should have placed the pivot point of my basic cube in the centre of the cube. He was right of course.

Hero Pieces (visually unique meshes, rarely used)... I think so far I tried to come up with unusual ways of using the basic kit pieces to create something of "Hero Piece"... the flooring design under the Quad would be such an example. Creating of really unique pieces is something to think about though...

"Going off the Grid - Pivot and Flange"... here things get evil for Q3A. Just filling gaps with other meshes is not something you will want to do in Radiant. They call it "kit bashing"... but this does open up a few interesting opportunities, if one keeps the "bashing" to an absolute minimum, I could imagine.

Would be interesting to hear about your thoughts and experiences with the above ideas...




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Insane Quaker
Insane Quaker
Joined: 19 Feb 2006
Posts: 375
PostPosted: 02-13-2015 03:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


if you have skyrim, you can find and download the editor for it and play around with the pieces. i've heard people say they actually like the editor, but it seems so clunky.

(you might not even actually need skyrim...)




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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 02-13-2015 03:37 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yeah, seen Castle use the Skyrim Editor in his videos... though I do hesitate looking at such comprehensive packages... wait I already did... did not understand how it worked. But after 10 minutes that is to be expected... wanted to use the SDK to help me look up information for the Skyrim.gamepedia.com wiki I wrote quite a few pages for. But I gave up on looking into the SDK, unpacked the source text files instead.




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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 02-13-2015 03:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


Continued to look into the pk02 texture set:

    AEmod - pk02 texture set, demo map
    AEmod - edited the original texture set to make better steps
    AEmod - using socks tube textures as basis, created new pipe textures that fit pk02 design

The textures are different in size, i.e. they needed to be scaled differently to make them usable... e.g. wall textures needing to be 128u high. I really like the set... though I am still trying to work out how it was actually intended to be used.




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Boink!
Boink!
Joined: 19 Apr 2003
Posts: 4493
PostPosted: 02-14-2015 07:18 AM           Profile Send private message  E-mail  Edit post Reply with quote


I wanted to see how Sock's Industrial texture set pipes would look in the style of philipk's pk02 texture set... this turned out interesting. Especially since I could directly use my AEblocks pipe modules with these "new" textures...

    AEmod - slightly expanded pk02 texture set

I noted a grey texture set in pk02 that looked like possible steps, but they were all over the place in different sizes. So I "sorted" them into narrow sides of steps and wider actual steps by brightness. This looks OK... and kinda works. It only now occurred to me that the strange angled off step textures might actually be part of unusually formed smaller steps placed on brushes... merits some more experimenting.




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