SCHÖNA [ALPHA 4]

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
PaN61
Posts: 58
Joined: Mon Apr 19, 2010 7:45 am

Re: SCHÖNA [ALPHA 4]

Post by PaN61 »

Is this map still "in the freeze" or have you been doing some ninja updates over the past 4 months?
[color=#40BFFF][size=85]Unearth the vile of anger where existence finds no shelter.[/size][/color]
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Still in freeze, I actualy planned continue doing something during Christmas...
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
Gustavo6046
Posts: 125
Joined: Wed May 13, 2015 9:04 pm

Re: SCHÖNA [ALPHA 4]

Post by Gustavo6046 »

Make some alt side rooms also, where small bonuses can be found. It stiffs exploration for first-timers and gameplay for the big time gamers.
[color=#BF4000]Who cares with me?[/color] [color=#BF0080]Everyone ragequit![/color]
User avatar
MKJ
Posts: 32579
Joined: Fri Nov 24, 2000 8:00 am

Re: SCHÖNA [ALPHA 4]

Post by MKJ »

Holy shit, this looks miles above what you've started in the past.
Keep going CZghost :up:
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Texturing and modelling map continues, gameplay changed to Deathmatch (map will be available as czq3dm1). Name “Schöna” stays. Here are some editor screenshots of ongoing design progress:
Image
Image
Image

This progress will be a long long way around, but no longer than redesigning my own websites :)

I decided to rework all walls, so I deleted them, will build them completely from scratch based on the ground layout, which stays the same. All the progress is dedicated to building rough layout design now, small details (like decals and small touches) will be added later.

Just small answer to question that's not spoken yet but probably would be spoken later: The caulk aroud the angled sidewalk concrete walls are supposed to be metal trim around (with nails holding it around the walls). I'll probably change the t-junctions to lightfixtured (providing some enlightment to the area). I'll probably change most of the space into cavement interior, with most of the walls being natural cavement rocky walls, with some industrial supporting walls.
Last edited by CZghost on Wed Apr 11, 2018 11:50 am, edited 1 time in total.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
seremtan
Posts: 36006
Joined: Wed Nov 19, 2003 8:00 am

Re: SCHÖNA [ALPHA 4]

Post by seremtan »

is this just a rough version of this map? it looks a bit lacking in detail :|
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

It's just rough modelling, more details are waiting to be added. As you can see, most of walls are missing now, it's just floors and ceilings that make up the layout a bit. As I stated before, walls will be made mostly from cavement rocky surface. And for the industrial supporting walls, it might be made of girder plates.

Actually, I have so little time. I have to learn English now and do homework, so I can't continue right now. It seems that I stay in Prague some time before Summer semester for a half-time job, so I couldn't do any further changes to map simply for that reason I won't have access to computer where I have my map in progress. It's a never-ending fortune wheel, where I have to watch every possibility and can't get distracted even for a while. Sorry, but it will get longer than I ever expected :( Maybe I'll get into it in Summer after the Summer semester, so I could finally move on...
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

I've made another changes to my map. I finished the courtyard surrounding perimeter walls detailing complete with texturing and clipping and started redesigning Red Armor ledge with a dropdown hole in grate (see screnshots).

This is perimeter (with clipping invisible):
Image
Image
Image
I decided to put up something there to indicate where the clipping occurs. It works as a detail (it's also made up from detail brushes) and may look like some kind of girder or fence. I may add also grate to that (or actually add a fence texture + shader to the pk3) and make it look more like the fence is actually clipping the wall out. Shall I?

This is the RA ledge (stairs removed, will be completely reworked here):
Image
Image

Small detail under the hole (there are actually small pieces of broken metal support added later, not shown here):
Image

And to actually show that the courtyard walls are properly clipped, this is screenshot from topview showing entire courtyard:
Image

I'm going back to Prague this Sunday, preparing for Summer semester, so I'll again be unable to continue with the map design. Actually, I have so little time to work on the map, but you definitely see I'm trying to continue as much as possible. Even small steps count...
Last edited by CZghost on Wed Apr 11, 2018 11:52 am, edited 1 time in total.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Okay, I've sealed the map from void with caulk hull (vis blocking structure behind rocky surfaces) and added more details to the map an prepared for rocky cavement modelling. I might contact Sock for help on how to properly texture and blend rocky walls with vines (which will be credited in readme). I consider downloading also Evil Lair's texturesets for this map to make some detail high-tech surfaces (jumppads, launchramp, sfx) and make flicker englightment texture as a decal where needed. Also I have to rename textures directories to reflect new gametype. This is current progress:

Caulk hull for vis blocking behind rocky cavement surface:
Image

Megahealth pit enlarged and lowered a bit (will be cavement designed, too):
Image

Reconstruction of outside wall (now caulked):
Image

Deathfog pit enlarged and prepared for another cavement surface model:
Image

Railgun on top of entire facility prepared for enclosion by cave:
Image

Small details on railings alongside with bridge sidewalk newly created at Red Armor:
Image

Detail on broken railing fell under Red Armor:
Image

Railing details were added also in outside of the map:
Image

Grates on bridge sidewalks and catwalks were given support:
Image

There will be doors with areaportal to enclose all the areas in order to prevent huge r_speeds being generated. There will be also clusterportals where door will be missing (or made broken and opened). Also, some hinting to the large area (with the fireplace) will be included. But that will be after all the major details are done.

I'm going to Prague tomorrow, so I won't be able to continue mapping at least until next week. I'm going to make next changes next week, so stay tuned. Actually, I'll see whenever I'll be able to continue mapping or have to do homeworks instead.
Last edited by CZghost on Wed Apr 11, 2018 11:54 am, edited 1 time in total.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

I just received an email from Dropbox:
Dropbox wrote:Hi Marek,

This is a reminder that your Public folder links will become inactive on March 15. On that date, your Public folder will become a standard Dropbox folder, and your files will remain safe in your account. If you want to share those files again, you’ll need to use shared links instead.

The Public folder was the first sharing method we introduced, and since then, we’ve built more sophisticated ways for you to share securely and work together with your team. In addition to shared links, we have a number of sharing options designed to make collaboration easier and give you more control.

We understand these sharing methods are not a direct replacement for the Public folder in some cases—we apologize for the inconvenience this may cause. For more information on transitioning from the Public folder to shared links, visit our Help Center.

- The Dropbox Team
That simply means links from earlier releases and tests will be broken and won't work anymore. I'll try to fix as much as possible links here in this thread to actually point to my websites FTP pictures sharing folder, but I can't actually fix all my images I've ever shared via Dropbox simply because it would exceed my websites FTP size limit too quickly :( So be prepared many pictures of mine ever shared (testing pictures for beta releases of your maps) will disappear from these sites soon, showing only error image or not showing at all.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Hipshot
Posts: 1533
Joined: Sun Jan 20, 2002 8:00 am

Re: SCHÖNA [ALPHA 4]

Post by Hipshot »

Can't you just upload your images to like imgur?
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
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Hipshot wrote:Can't you just upload your images to like imgur?
Might be possible (and probably will do it, since not all images will ever fit my websites and they'll be possibly moved to czghost.cz domain after some time (with a hosting upgrade) so current links won't work with that transition). I already have an account on ImgUr :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Did some further texturing and detailing of my map Schöna:

Image
I decided to remove the hanging platform above the YA and make pathway to the Railgun. Probably will change by crane and few wood planks to move along, getting into the Railgun chamber.

Image
Added some girder support to future cavement structure (and reason of blocking player move to cavement walls) - True 3D!

Image
Image
Added light fixtures to the basement, the one above the spawn is flickering (using light entities with light styles). The PENT text will be replaced with Pentagram decal (downloaded from Google images, author is Osrs as I know from sites where I downloaded the Pentagram).

Image
Added door to the lower level leading to outside catwalk and a light fixture above it in the outside part to enlight the bottom catwalk.

Image
Light fixtures are placed on the wall alongside the upper catwalk as well in order to enlight it properly.

Image
Hanging light fixtures were added also in the lowest part of the map, where Megahealth is placed. One of them is flickering (also using light styles). These hanging light fixtures will be placed everywhere in large areas in the map, too. These are highly detailed, using fine grid brushwork. After seeing the way I want it to look, I'll turn them into models using BSP->ASE conversion (compiling just the light fixture, without hanging support, surrounded with caulk walls). There will be several versions, with various surface light settings. One will be also with flickering light.

Image
I managed to move powerups above the Megahealth. I might move them up to the crane top, if that will turn out better. Maybe split them up. Quad will be down definitely, but I shall move the Regen to the crane top...

These are editor screenshots only. Ingame screenshots will come after I'll make most of texturing and detailing work. Models won't be included in first ingame screenshots yet, just brushwork and possibly patch work...

Alpha 5 will be with included models and sounds. I'll include also new music track, dark with mechanical sound effects. Alpha 5 will be probably last Alpha version, next releases will carry label Beta and most work will be done in visuals and some minor bugs... Also, I managed to straight up jumppads, to force players and bots using air control to get where they need. Jumppad textures are unavailable right now, but they will be included as models. I just need to find the right tech models for jumppads and teleporters. Maybe ask AEon/Hipshot...
Last edited by CZghost on Wed Apr 11, 2018 11:58 am, edited 1 time in total.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

This is the Pentagram I'm using (slightly tilted to look like the Satan symbol):
Image

The page has in fact modified version (already rotated and with added Devil face) and someone in comments posted the author is Osrs, so I gave credits to that guy. I'm using the version shown here, I just rotated it to have the fifth star arm facing downwards. With the flickering light, it should make the count, shouldn't it? :)
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Theftbot
Posts: 483
Joined: Thu Oct 08, 2009 4:03 am

Re: SCHÖNA [ALPHA 4]

Post by Theftbot »

q3map_surfaceLight might be your friend instead of mini arrays of lights CZghost
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Theftbot wrote:q3map_surfaceLight might be your friend instead of mini arrays of lights CZghost
But I have complex flickering using two stages with rgbGen wave square using different frequencies, that's impossible to mimic by single style. So I have array of lights, interlaced with two different styles. I wanted to use same styled decal shader of light cast (faking the enlightment), but then I remembered that with recent q3map2 it's possible to fake dlight (the one known from RTCW) with light styles. The only one restriction is that a light style can have only one rgbGen wave and only one alphaGen wave. Since I do not use alphaGen, I decided to set up two styles and use array of lights to combine them together. All other lights (using different light intensity) are using q3map_surfacelight already. Sock didn't include shaders with his industrial texture set, so I had to make some myself :D
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Please, help.

I managed to fix some shader mistakes and update corresponding values in the map itself. After loading the map back, it managed to get broken - all textures except for common spog textures appear to be missing in Radiant.

This is what the map looks like:
Image

Temporary Troubleshooting Release, download link: ZIP [ 304 MB : includes .pk3 with all textures and shaders, and the map file itself ] [ Password: hellboy ]
Don't forget to add all non-empty shaders in your shaderlist in order to see shaders in Radiant working (with tiny white border).

If you locate something that could possibly cause the textures seem missing, let me know, please. I might overlook something, but really don't know what it could be, I found nothing that could cause the assets go corrupted :(
Last edited by CZghost on Wed Apr 11, 2018 11:59 am, edited 1 time in total.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Hi. I can't assing two light styles to single shader, right? How does the rgbGen and alphaGen actually work in light styles? Because I have two shader stages used for flickering effect, each one using different waveform settings: both are square waves, both half amplitude, both zero baseline, however each one has different frequency and phase. Will it work for light style rgbGen and alphaGen?

Or how would you make flickering effect instead? I know there is special keyword for noisy=flickery effect => wave noise. However, it seems to not work well with timing functions in game (and therefore it would break slow motion capture for instance). How do you create flickering lights?
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

Just a small update to my websites. From now all further maps including currently developed will be hosted on my websites that came accross vast changes. Shared files (downloads and images) can be accessed via FTP link at my websites. Clicking this link will bring you to eighter Czech or English version of the page, based on geolocation of your IP address.

EDIT: I've fixed most of images here (all hosted on my websites) as my websites got changed and hosted downloads and images were moved to new location (you can access those by clicking on link few lines above).
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

So I decided to download and convert evillair's Unity textureset to be used in my map Schöna. I wasn't quite sure until I combined the diffuse, normal and roughness maps together to make the textures look better in Quake 3 engine (since Quake 3 engine doesn't use normal maps and roughness/specular maps for the sake of lighting, so the texture must be made with the fake effect to mimic this).

And yet here we go...

Textureset preview:
Evil Lair's Unity Sci-Fi textureset [ RAR | 50 MB ]
Extract it with WinRAR, WinZIP or 7-Zip. I made it to RAR, because it provides better compression than ZIP. All textures are in original resolution. Opaque textures are in JPEG with maximum quality (83 %), Semi-transparent textures are in both TarGA and PNG formats (TarGA for Quake 3 and PNG for Quake Live). Once extracted, all files together have sum of 71 MB, so using these textures makes quite big download.

Check original textures download provided by evillair: viewtopic.php?f=10&t=54063
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

Re: SCHÖNA [ALPHA 4]

Post by evillair »

cool CZghost!
[url=http://evillair.net/v4]evillair.net[/url]
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

And having the PNG and TGA images side by side, I can see how the texture looks like both with and without alpha channel applied :)

It's kind of like turning layer mask on and off :D Since I know that PNG exported from layer with a mask keeps the color of areas completely masked out unaltered, this PNG is usable by Quake Live engine with the same support, like its corresponding TGA image. From what I know, ioquake3 supports PNG as well. But I can't tell how many players use ioquake3 today or tomorrow, then I have to use TGA in Quake 3 release. I'll also make Quake Live version (slightly modified, of course, adding banners), and I'll use PNG images to translucent textures in this version (and sounds/music converted to Ogg Vorbis format). The pentagram texture will be replaced in Quake Live version by something less explicit, to make it content apropriate. I'm looking for a graffitti? Do you have some ideas to graffitti I could use in Quake Live version?
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
evillair
Posts: 65
Joined: Sat Oct 14, 2000 7:00 am

Re: SCHÖNA [ALPHA 4]

Post by evillair »

I got no idea on graffiti, make your own I guess? They have some graffiti generators if you search google
[url=http://evillair.net/v4]evillair.net[/url]
User avatar
CZghost
Posts: 1931
Joined: Wed Jun 22, 2011 1:45 pm
Location: Czechia
Contact:

Re: SCHÖNA [ALPHA 4]

Post by CZghost »

I'll do my own, actually.
[ Linktree | Twitter | YouTube | Instagram ]
When you feel the worst, turn to the sun and all the shadows will fall behind you.” - John Lennon
User avatar
Eraser
Posts: 19164
Joined: Fri Dec 01, 2000 8:00 am

Re: SCHÖNA [ALPHA 4]

Post by Eraser »

Thread created in April 2015.
You start to look like Valve, Czghost
Post Reply