Weird problem, solid looking fog?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Dirge Inferno
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Joined: Sun Feb 26, 2012 11:50 am

Weird problem, solid looking fog?

Post by Dirge Inferno »

[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?
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Hipshot
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Re: Weird problem, solid looking fog?

Post by Hipshot »

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
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

Ah okay, I had a side exposed to the void I figured it wouldn't need to be covered. Thanks.
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seremtan
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Re: Weird problem, solid looking fog?

Post by seremtan »

looks like you're wading through Irn Bru

is this map Scottish-themed?
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

seremtan wrote:looks like you're wading through Irn Bru

is this map Scottish-themed?
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:

[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.
obsidian
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Re: Weird problem, solid looking fog?

Post by obsidian »

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.
[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]
Obsessed
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Re: Weird problem, solid looking fog?

Post by Obsessed »

@ 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.
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

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.
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.

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.
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.
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:

[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).
Obsessed
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Re: Weird problem, solid looking fog?

Post by Obsessed »

@ 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]Image[/spoiler]
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

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]Image[/spoiler]
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:

[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
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

[lvlshot]https://i.imgur.com/n5VdmE6.jpg[/lvlshot]

Test level: http://www.mediafire.com/file/7c6lwvw4i ... eGloom.pk3
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

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
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CZghost
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Re: Weird problem, solid looking fog?

Post by CZghost »

Holy cow, this looks great! Even using default textures. I must say that for a 13 year old cub you had really good imagination :D Keep up :)
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Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

CZghost wrote:Holy cow, this looks great! Even using default textures. I must say that for a 13 year old cub you had really good imagination :D Keep up :)
Thanks, almost 21 now :D. I fixed the issue with the portal leading to the quad room, but I have an issue with the lights-- instead of using caulk I used nodrawnonsolid texture, but each time I compile the map there's certain lights you'd be able to walk through while others won't and it changes each time I compile the map. I repeatedly checked the lights and I don't even know what is happening.
obsidian
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Re: Weird problem, solid looking fog?

Post by obsidian »

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.
[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]
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

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.
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

Ok, I clipped all the lights. Here's a video: https://www.youtube.com/watch?v=t_epZyv2xoo
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

Also does anyone know how to make a one shot sound at the start of a match in the map? Like in q3tourney5?
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Eraser
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Re: Weird problem, solid looking fog?

Post by Eraser »

use a trigger_always entity and make it target a target_speaker entity.
Dirge Inferno
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Re: Weird problem, solid looking fog?

Post by Dirge Inferno »

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?
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