Q3A: "The Construct" Beta 2 *UPDATED*
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
Q3A: "The Construct" Beta 2 *UPDATED*
File here:
http://files.filefront.com/construct_b2 ... einfo.html
Ok, It's got a full set of weapons and items now. Bots are still suicudal however. I think at this point I'm going to have to make the choice of if it plays well enough against real people to forget about the bot problems. It's going into the Open Arena SVN, so there's a good chance that it will get rotation time on a number of servers for the life of OA.
The other alternative is to scrap the Low-G environment altogether and re-work it with some bridges and paths, essentially bringing it another step closer to being a DM17 clone. Hopefully I can beg the use of Akuma's server and get some people on there over the w/e to help me make that choice.
http://files.filefront.com/construct_b2 ... einfo.html
Ok, It's got a full set of weapons and items now. Bots are still suicudal however. I think at this point I'm going to have to make the choice of if it plays well enough against real people to forget about the bot problems. It's going into the Open Arena SVN, so there's a good chance that it will get rotation time on a number of servers for the life of OA.
The other alternative is to scrap the Low-G environment altogether and re-work it with some bridges and paths, essentially bringing it another step closer to being a DM17 clone. Hopefully I can beg the use of Akuma's server and get some people on there over the w/e to help me make that choice.
Last edited by Amphetamine on Fri Mar 30, 2007 1:57 pm, edited 1 time in total.
Cool! I really like the look of it.
I would not use the cell shade compiler hack in a boxed map. It duplicates, scales and translate every face at its normals and invert its normals.
You will have about 50 percent more tris, the black thing has no lightmap, and the cool cortoon edges at the other end of the map would be noteable smaller.
How about one giant cylinder with bool digits around your map instead of a skymap?
btw thicken is a tricky tool. It tends to place patches off grid.
I would not use the cell shade compiler hack in a boxed map. It duplicates, scales and translate every face at its normals and invert its normals.
You will have about 50 percent more tris, the black thing has no lightmap, and the cool cortoon edges at the other end of the map would be noteable smaller.
How about one giant cylinder with bool digits around your map instead of a skymap?
btw thicken is a tricky tool. It tends to place patches off grid.
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
I've actually just finished making an inverted sphere in blender and exporting it to MD3. Got a skin that's like white/green grids (basilcy just follows the lines for the quads) with an addative blend. Gonna target it at a func_rotating and stick it in a _skybox to see how that looks.
Yeah, I know that thinken makes a mess of the vertex placement when you're thickening the inside of a curv (I'm sure that 1.2 did that properly, I shall have to have a quick test and see). Anyway, it's been sugested that making them a func_group should stitch LOD cracks, so I will see.
Yeah, I know that thinken makes a mess of the vertex placement when you're thickening the inside of a curv (I'm sure that 1.2 did that properly, I shall have to have a quick test and see). Anyway, it's been sugested that making them a func_group should stitch LOD cracks, so I will see.
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
Needs work, but highlights where I'd like to go with the visuals. Needs much better defenition on the lines however. Will have to re-think my unwrap tactics.

Also, I can't get it to show at all when I target it at my func_rotating.
Question: Does the model still get baked into the map when it's targeted to a mover of some form? and if it doesn't, will the _remap key still work in Q3map2? Thing with exporting from blender is that I follow the tutorials on MD3 exporting to the letter, but I can't get it to export with the correct skin path, so I'm always using _remap. Also would modelscale still work when models are targeted to movers?

Also, I can't get it to show at all when I target it at my func_rotating.
Question: Does the model still get baked into the map when it's targeted to a mover of some form? and if it doesn't, will the _remap key still work in Q3map2? Thing with exporting from blender is that I follow the tutorials on MD3 exporting to the letter, but I can't get it to export with the correct skin path, so I'm always using _remap. Also would modelscale still work when models are targeted to movers?
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
Looks good, though the skybox is a little bright. Might be possible to burn your retina with prolonged exposure. Maybe try darkening them a bit?
[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: 76
- Joined: Fri Feb 23, 2007 5:15 am
You can get reference models at http://www.quake3bits.com/ to check how big your sphere will be in radiant....had to use modelscale 950 in radiant
If you model in blender for quake3 set the grid division to 8.
3Dwindow


-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
broar wrote:You can get reference models at http://www.quake3bits.com/ to check how big your sphere will be in radiant....had to use modelscale 950 in radiant
If you model in blender for quake3 set the grid division to 8.
3Dwindowview
viewproperties
Cheers geez, had forgotten about Kat's page

???????ManU wrote:i can´t play in internet.
Sou wat help?
Slightly offtopic... new domain name is http://www.katsbits.com now, moved over to a more generic name (not so 'Quake3' specific.. hehe)
[EDIT]oh lol, beaten to it by a stalker!
[EDIT]oh lol, beaten to it by a stalker!

[url=https://www.katsbits.com/tutorials#q3w]Tutorials, tools and resources[/url]
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
hey good looking map! my suggestion for weapons would be rail and grenades. given the height of those towers and the jump pads, you could easily shoot grenades slightly above the horizon and have a grenade explode on the platform below without having it bounce. so if you could determine the angle and distance from a given platform up it the air, you could easily cover an entire platform with grenades (especially with teams). the best way to achieve this would be by placing a visual motif (somewhere on the inside of the sphere) so that a person at a given location on a higher platform could place their crosshair on that motif, slightly above horizon, and have it explode exactly when it hits the platform below. augment this with quad damage and you are in business. then all you need is machinegun, grenades, and rail :icon34:
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
you do need a high platform to pull off the grenade explosion, about 1500 units vertically & 1500 units horizontally away from the ground target.. the crosshair should be up at about 5-15 degrees above the horizon. the timing is about 4-5 seconds for the grenade to fall and explode.. anyways, thought this might be interesting if you ever considered a quake4 port.. then it would really get crazy with grenades flying down from high platforms and also grenades flying up off jump pads.
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am
-
- Posts: 277
- Joined: Sun Jun 19, 2005 4:22 am
-
- Posts: 76
- Joined: Fri Feb 23, 2007 5:15 am