Weird problem, solid looking fog?
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Weird problem, solid looking fog?
[lvlshot]https://i.imgur.com/UsI0UTL.jpg[/lvlshot]
Idk how this is happening, I checked for certain brushes, curves, meshes and removed them to see if they were causing it, I also looked for leaks but nothing was found. Can anyone tell me why this fog is so weird looking?
Idk how this is happening, I checked for certain brushes, curves, meshes and removed them to see if they were causing it, I also looked for leaks but nothing was found. Can anyone tell me why this fog is so weird looking?
Re: Weird problem, solid looking fog?
Probably just a leak somewhere, like, the fog needs to be enclosed in other structural brushes, all but once face. Here it would be below and all sides.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
Ah okay, I had a side exposed to the void I figured it wouldn't need to be covered. Thanks.
Re: Weird problem, solid looking fog?
looks like you're wading through Irn Bru
is this map Scottish-themed?
is this map Scottish-themed?
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
Nah I'm going for a sort of surrealistic Gothic look, it's a map I started developing ages ago when I was 13 and stupid. Here's some shots:seremtan wrote:looks like you're wading through Irn Bru
is this map Scottish-themed?
[lvlshot]https://i.imgur.com/WMFYZ25.jpg[/lvlshot]
[lvlshot]https://i.imgur.com/dF6bUCI.jpg[/lvlshot]
[lvlshot]https://i.imgur.com/aMruoBI.jpg[/lvlshot]
[lvlshot]https://i.imgur.com/LBG6CUM.jpg[/lvlshot]
[lvlshot]https://i.imgur.com/nLtqcdo.jpg[/lvlshot]
[lvlshot]https://i.imgur.com/NxAe7Uc.jpg[/lvlshot]
[lvlshot]https://i.imgur.com/uigmT8C.jpg[/lvlshot]
The swastikas a Wolfenstein reference, but I'm gonna remove it because it looks out of place and pointless. I want the level to be a bit of a mix of atmosphere and gameplay, so I need to sort out the item placements and spawn points.
I might add another room to it too, where the teleporter and yellow armour is.
Re: Weird problem, solid looking fog?
Nice looking map there, I miss the old Q3 gothic theme (though I agree the swastika is out of place). Those pillars in the 4th screenshot look like they're floating/structurally unsound - especially the one on the roof. The textures on the columns in the last screenshot could be retextured with maybe 2 different textures instead of the 5 or 6 that it is currently using.
Hard to tell gameplay from screenshots, but the last screenshot room (which I assume is the same as the 4th screenshot) looks rather large and boxy.
Hard to tell gameplay from screenshots, but the last screenshot room (which I assume is the same as the 4th screenshot) looks rather large and boxy.
[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]
Re: Weird problem, solid looking fog?
@ Dirge Inferno, +1, you may place these rooms on different height or even above each other, to make gameplay more vertical. Or place some of them, being connected diagonally. 
P.S. 6-th screenshot looks the most promising.

P.S. 6-th screenshot looks the most promising.
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
Thanks, you meant the 3 pillars near the railgun/armour shards-- I already removed them because I thought they were intrusive. I removed some of the textures from the columns.obsidian wrote:Nice looking map there, I miss the old Q3 gothic theme (though I agree the swastika is out of place). Those pillars in the 4th screenshot look like they're floating/structurally unsound - especially the one on the roof. The textures on the columns in the last screenshot could be retextured with maybe 2 different textures instead of the 5 or 6 that it is currently using.
Hard to tell gameplay from screenshots, but the last screenshot room (which I assume is the same as the 4th screenshot) looks rather large and boxy.
I'm trying to think of how to make it less boxy, it's a bit hard with this map because it's mainly a noob-ish map I made back in 2010 which I just wanna get done. I've done several gameplay tests with bots and found it to be alright gameplay wise.
I'll try and see what I can do, I've been thinking about adding a few extra rooms near this area to make it not make the map so small and make it connect a bit more:Obsessed wrote:@ Dirge Inferno, +1, you may place these rooms on different height or even above each other, to make gameplay more vertical. Or place some of them, being connected diagonally.
P.S. 6-th screenshot looks the most promising.
[lvlshot]https://i.imgur.com/5YUFhwn.png[/lvlshot]
As you can see from the sloppiness I clearly started the map when I was a noob at this (I still am a bit) and never finished it. That image is just hastily made, I don't intend the rooms I want to add for better flow to be boxy/squared shaped-- just a cheaply made example. I also want to add curving staircases around here because I think it would both look better and flow more easily, but I've never attempted to make any before:
[lvlshot]https://i.imgur.com/DrGOgRR.jpg[/lvlshot]
[lvlshot]https://i.imgur.com/soL5Qct.jpg[/lvlshot]
I could also remove a part of this wall and add a pathway leading to the two rooms I thought about adding which would lead back to where the RL is:
[lvlshot]https://i.imgur.com/BTLb7vr.jpg[/lvlshot]
I definitely could add more vertical aspects to the map, I''m only just starting to map again and haven't been doing really anything since 2012. I hope once I get all of this map polished I can make better levels without doing it sloppily, I most definitely need to work on the spawn points and item placements as well. Once I get all of this sorted I can assort all the textures to the perfect alignments (curves).
Re: Weird problem, solid looking fog?
@ Dirge Inferno, I'd generally bother only not to leave dead ends and large open areas for accidental rail fire.
That's why I'm interested, if this long corridor (upper-left corner of your drawing) has no ways to escape, I'd add something there. For example, a jumppad, launching a player to another room (onto this "square with pink symbol in the center").
If it's possible and reasonable, surely.
P.S. Sloppiness is normal, as for me.
[spoiler]
[/spoiler]


P.S. Sloppiness is normal, as for me.

[spoiler]

-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
I'll try and think about it how to do it (I have a bit of a visual memory), meanwhile I'm trying to figure out why the rain shader won't work properly in the default Quake 3:Obsessed wrote:@ Dirge Inferno, I'd generally bother only not to leave dead ends and large open areas for accidental rail fire.That's why I'm interested, if this long corridor (upper-left corner of your drawing) has no ways to escape, I'd add something there. For example, a jumppad, launching a player to another room (onto this "square with pink symbol in the center").
If it's possible and reasonable, surely.
P.S. Sloppiness is normal, as for me.
[spoiler][/spoiler]
[lvlshot]https://i.imgur.com/1t0mGwB.jpg[/lvlshot]
The rain texture worked perfectly in ioQuake3, and I used the exact same shader that the original rain texture used except changed the blendFunc to blend instead of add after adding an alpha to the rain texture.
EDIT: Sorry about the frame-rate, that's irrelevant as I was running two games and several other programs on my aging PC at the time. This rain shader problem consists within the default Quake 3 executable but not in ioQuake3, I don't want people who don't use ioQuake3 to enter the level and find the rain broken like this.
Here is the shader I used:
Code: Select all
textures/omniscientiniquitous/rain
{
qer_editorimage textures/sfx/rain2.tga
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
cull disable
deformVertexes move 3 1 0 sin 0 5 0 0.2
deformVertexes move 0.6 3.3 0 sin 0 5 0 0.4
deformVertexes wave 30 sin 0 10 0 0.2
qer_trans 0.5
{
map textures/sfx/rain2.tga
blendfunc blend
tcMod scroll 0.5 -8
tcMod turb 0.1 0.25 0 -0.1
}
{
map textures/sfx/rain2.tga
blendfunc blend
tcMod scroll 0.01 -6.3
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
[lvlshot]https://i.imgur.com/n5VdmE6.jpg[/lvlshot]
Test level: http://www.mediafire.com/file/7c6lwvw4i ... eGloom.pk3
Test level: http://www.mediafire.com/file/7c6lwvw4i ... eGloom.pk3
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
I've made some major changes in the past few hours for better gameplay:
https://imgur.com/a/HjUiI
https://imgur.com/a/VXz6Z
https://imgur.com/a/MLgRh
https://imgur.com/a/HjUiI
https://imgur.com/a/VXz6Z
https://imgur.com/a/MLgRh
Re: Weird problem, solid looking fog?
Holy cow, this looks great! Even using default textures. I must say that for a 13 year old cub you had really good imagination
Keep up 


-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
Thanks, almost 21 nowCZghost wrote:Holy cow, this looks great! Even using default textures. I must say that for a 13 year old cub you had really good imaginationKeep up

Re: Weird problem, solid looking fog?
If a brush is covered with shaders with different surfaceparms, there is a conflict. For example, half the brush is textured with a solid shader, other half is textured with a noclip shader. Which shader properties does the brush use? The compiler takes whatever shader it reads first for that brush and uses that, which order can change when you save your map.
Solutions: Create a copy of the shader and modify it for use, or clip off the lights with playerclip.
Solutions: Create a copy of the shader and modify it for use, or clip off the lights with playerclip.
[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]
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
I tried making a copy of the shaders with transparent and nonsolid properties, it still randomly chose to compile certain lights as solid and others as nonsolid. I'll try clipping the walls or the lights.
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
Ok, I clipped all the lights. Here's a video: https://www.youtube.com/watch?v=t_epZyv2xoo
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
Also does anyone know how to make a one shot sound at the start of a match in the map? Like in q3tourney5?
Re: Weird problem, solid looking fog?
use a trigger_always entity and make it target a target_speaker entity.
-
- Posts: 50
- Joined: Sun Feb 26, 2012 11:50 am
Re: Weird problem, solid looking fog?
Thanks, now I think I have pretty much got the map sensible enough for gameplay except for item and weapon placement. Does anyone want to test it?