Multiplant fix??

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Meridanox
Posts: 41
Joined: Thu Feb 17, 2005 7:12 pm

Post by Meridanox »

Updated the multiplant models to version 2.2
Download here

-Fixed missing shader problem.
-miscellaneous updates (see readme)

Interesting changes made to this version, I made the "invisible" shader work for both legacy maps as well as newly compiled maps. On older maps already compiled with Todd G's original multiplant pack, the two fern models will draw some extra polys textured with a see-through texture. In newly compiled maps, the nodraw directives will take effect so the extra polys won't be rendered at all.

Code: Select all

// Modified 25.02.05
// Special dual purpose shader:
// Legacy maps will display an "invisible" shader on polygons.
// Newly compiled maps will use a "nodraw" shader and extra
// polys will not be drawn in game for improved performance.
models/mapobjects/multiplant/invisible
{
	qer_editorImage textures/common/nodraw
	
	surfaceparm nodraw
	surfaceparm nolightmap
	surfaceparm nonsolid	//forces nonsolid even with autoclip enabled
	surfaceparm trans
	{
		map models/mapobjects/multiplant/invisible.tga
		alphaFunc GE128
		depthWrite
		rgbGen vertex
	}
}
I tested this in wviperw's Decidia map, which was compiled with the old models and the extra polys are drawn, but there are no problems with missing shaders. I also tested it in a new test map and compiled. The extra polys are not drawn at all.

Just remember to add "multiplant" to your shaderlist.txt
[url=http://shaderlab.com/]Q3Map2[/url] | [url=http://shaderlab.com/q3map2/shader_manual/]Shader Manual[/url] | [url=http://en.wikibooks.org/wiki/Q3Map2]Wiki Manual[/url]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Thanks, I'll take a look at this version now.
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ydnar
Posts: 36
Joined: Fri Dec 15, 2000 8:00 am

Post by ydnar »

x-posted from Kat's thread:

Use rgbGen vertex and alphaGen const to fix the alphaMod volume overlap bug.
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Obsidian.. I just noticed something looking at the image assets for the multiplant pack, they're all really wierd sizes. Although not a problem per-say it might be worth resizing them to the correct power of 2 proportions. It *shouldn't* effect the UVWmaps as they'll 'shrink to fit' (in theory). I never noticed that before about the pack.
Meridanox
Posts: 41
Joined: Thu Feb 17, 2005 7:12 pm

Post by Meridanox »

Thanks Kat, never noticed that either. Would be better for texture memory loading.

I'll see what I can do.
[url=http://shaderlab.com/]Q3Map2[/url] | [url=http://shaderlab.com/q3map2/shader_manual/]Shader Manual[/url] | [url=http://en.wikibooks.org/wiki/Q3Map2]Wiki Manual[/url]
Meridanox
Posts: 41
Joined: Thu Feb 17, 2005 7:12 pm

Post by Meridanox »

Updated Multiplant Pack to version 2.3

Download here

Remade some of the tallpalm prefab objects into ASE models. Todd probably initially created those as prefabs since MD3s had a maximum bounding box of 512x512 units. Those palm models were taller than that so he modeled them as prefabs. I rebuilt them as ASEs now so they should work better. Also tweaked some of the other models since I noticed some wierd lighting on the trunks of the palm models caused by unmerged vertexes and smoothing groups.

Changelog from the readme:
2.3 (03.03.05)
* tallpalm1.map, tallpalm2.map, tallthinpalm.map prefab objects
rebuilt in 3dsMAX and exported as ASE models (remakes)
* Resized image files to power of 2 dimensions (larger file
size but optimized for texture memory and image quality)
* palm3.md3 - rearranged edge orientation, welded vertexes,
reapplied smoothing groups, UVW-wrapped, reapplied materials
* palm4.md3 - welded vertexes, reapplied smoothing groups,
reapplied materials
* palm4a.md3 - welded vertexes, reapplied smoothing groups,
changed leaf materials from palmfrond to bannanaleaf

2.2 (28.02.05)
* Fixed bug when models are overlapped with alphaMod volume
brushes (thanks ydnar)
* Fixed missing shader error (thanks Kat)
* Rewrote "invisible" shader for dual purpose use with both
legacy and modern maps
* Renamed PFB files to MAP for use with GtkRadiant
* Reattached Todd's prefabs to zip
* Added multiplant.bsp as a model gallery (/devmap multiplant)

2.1 (03.06.04)
* Updated to include Plant Model Pack II
* Palm models processed through MD3Fix.exe
* palms.shader merged into multiplant.shader
* "models/mapobjects/multiplant/invisible" shader replaced with
a modified nodraw shader for reduced polycounts

2.0 (28.05.04)
* Initial Version 2 release
* MD3's processed through MD3Fix.exe 0.2 to correct invalid
shader names generated by Pop'n'Fresh
[url=http://shaderlab.com/]Q3Map2[/url] | [url=http://shaderlab.com/q3map2/shader_manual/]Shader Manual[/url] | [url=http://en.wikibooks.org/wiki/Q3Map2]Wiki Manual[/url]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Thanks for all the work in fixing this. I'll check out the file tomorrow.
Perle
Posts: 65
Joined: Sat Mar 07, 2009 4:08 pm

Re: Multiplant fix??

Post by Perle »

Hi. Does anyone know what license this use? The readme doesn´t clear this really up.
[b][url]http://www.per-thormann.de/[/url][/b]
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Re: Multiplant fix??

Post by Kat »

You're wanting to distribute in an open source project I bet? No-ones been able to get in touch with the original author so it's safe to say you wont be able to use this if you need specific distribution licensing; we only did it becasue it was within the realms of Q3
[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
Perle
Posts: 65
Joined: Sat Mar 07, 2009 4:08 pm

Re: Multiplant fix??

Post by Perle »

Shit. What about using this in a mod?

Thanks alot.
[b][url]http://www.per-thormann.de/[/url][/b]
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Multiplant fix??

Post by dichtfux »

Check the license or contact the author.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Multiplant fix??

Post by obsidian »

Todd Ganztler was the original author, I created the various fixes.

I'm pretty sure this is him (email in the link):
http://www.gameinstitute.com/faculty/Todd_Gantzler.html

Apparently he's now a video game developer instructor and has written a book:
http://books.google.ca/books?id=QZ58xI3 ... =3#PPP1,M1
[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]
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Multiplant fix??

Post by Silicone_Milk »

necromancer! RUN!

*casts Ring of Toxxulia*
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