Screenshots

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Screenshots

Post by Anthem »

Wow, it looks like that person has 2 thumbs. Does the game take place in Chernobyl?

(Only kidding. :D)
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

credit where credits due. great looking model o'dium.
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Screenshots

Post by Anthem »

fKd wrote:credit where credits due. great looking everything o'dium.
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

I am going to experiment grotto chunks modulrity to see if it's possible to build a network of underground tunels using them, and see what kind of result we can get without using a terrain pluggin or anything else:

Image

----------
I think we can forget about this. If you want to suck with me you can download the test here:
http://serge.billault.pagesperso-orange ... o_test.pk3
Image
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

Bonebezz - but this approach is not suitable in Q3Arena. Because 1) Models are not solid (bullets go thru) 2) If yes, it create very complex collision map (not good for AAS calculations) AND 3) no terrain blending :)
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

If you try the test you might change your advice on cliping. You dont need a per-triangle precision collision mesh. Nowadays, even with stronger game engines, we continue to use simplified collision meshes. Cliping for weapons can be added the same way it was added for the player, with maybe a little more precision. But in any case, my eyes still bleed from seeing my horrendous tunel.

------

After reading your post again something tingled in my mind, i did not dare to understand: you think that models tris are checked for collisions.

It have never been the case for more than 10 years. Phobos_dm is an exemple of how bots can perform well with "complex" geometry made of models that are clipped with... clip brushes.
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

Of course, simplified collision map can be used, but Q3A is not supporting it. I think q3map2 can create collision map right from the model tris, but it is too complex and too not-aligned. And I simply cant imagine how I import my model (terrain) into my map and do collision by simple brushes - it is good for terrain where is nothing "closed" (ceilings) but when you have cave... Also, you will get only that terrible effect when bullets hit something in the air because of simplyfied collision map. I know what I'm talking about - I damned myself many times when I was creating collisions for small stones (models) in my map :)

And of course, there is still problem with terrain blending. You know - when you create your cave by normal brushes, you have "weapon collision map" and player collision map is a question of a few minutes.
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

RTCW enemy territory is also a good exemple of how a lot of models in the most popular maps use clip brushes. They did it with some of their tunels and models way before i begun to use models. You will have to erase RTCW from history if you want to continue in that direction.
Bliccer
Posts: 341
Joined: Thu Nov 26, 2009 4:27 pm

Re: Screenshots

Post by Bliccer »

g0th also used models and it was an ease for him to add terrain blending. He did it within the modeling prog.
I did the clipping. In some spots (when it goes to the outer area), it was nasty and hard to achieve a good result in clipping.

Carved Grounds
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

It is also used to simulate sandy surfaces by placing cliping brushes slightly beneath the level of the ground so that the feet appear to "penetrate" the sand. You dont use simplified collisions everywhere, but they are used for sure. I think Noruen should have enough exemples by now.
Noruen
Posts: 308
Joined: Thu Jan 28, 2010 11:45 pm

Re: Screenshots

Post by Noruen »

Clipping and clipping, that's what's going on - as also Bliccer said. But Iwould be interested how he did blending on models - blending compatible with Q3A technology :eek:

I also thought about using model of the mountain in my map and then to clip it, but it is not so elegant for me and that clipping... Practically - you must build it anyway again to create collision. I think models are good in maps for something what CAN'T be created by brushes.
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

I am no more used to dig into the q3 helps you can get but here is one:
http://nemesis.thewavelength.net/index.php?c=2

A note says:
- Ability to export hint brushes along with your terrain for polygon reduction (visibility) in Quake engine based games

It doesnt talk about automatic mesh reduction exported in the form of clip brushes thought, but one that could make that terrain generator should be able to easely integrate col mesh export.

To see is to believe.
^Ghost
Posts: 230
Joined: Tue Sep 08, 2009 3:35 am

Re: Screenshots

Post by ^Ghost »

that would be perfect for defrag :D
[url=https://github.com/Garux/netradiant-custom]NRC[/url]
[url=https://defrag.racing/]Defrag[/url]
[url=http://ws.q3df.org/]Q3 Map Archive[/url]
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Screenshots

Post by obsidian »

The first Q3Map2 terrain blending test map actually used a model. Models work fine for both dotproduct and alphaMod blending. I think it'll even work with old-school alpha image blending if you're still interesting in jumping through all the hoops of setting it up.

Both of you are right about clipping though, you can set Q3Map2 to do automatic triangle mesh collision testing (but with lots of polys, not very efficient) or set up your own simplified clip brushes (but you have to spend time creating manual collision surfaces). There's some give or take regarding precision so while you're modeling the terrain, you have to keep that in consideration and keep playable surfaces relatively flat and smooth. For bot collision, it's probably best to create a separate .aas just for bot collisions using a simplified map and then reattach it to the proper map (search for -fixaas). It's how sock got bots working for Pyramid of the Magician after ydnar shoehorned the feature in.
[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]
User avatar
Hipshot
Posts: 1547
Joined: Sun Jan 20, 2002 8:00 am

Re: Screenshots

Post by Hipshot »

I've meant to try to create a simpler collision mesh for models for a while, just haven't gotten around to it.

Might be as simple as I think, create a simple version of the original model, then apply a shader that you can't "see" to it and use the autoclip function.

May or may not work, as I said, haven't tried it yet.
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
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Re: Screenshots

Post by o'dium »

It is that simple. We still do the same in OD for static mesh clip models. Unless the model is inlined of course for map geo, in which case we dont need one, and its a bad idea for using a lower density clip model for terrain anyway.
Silicone_Milk
Posts: 2237
Joined: Sat Mar 12, 2005 10:49 pm

Re: Screenshots

Post by Silicone_Milk »

Kat has a tutorial covering mesh clipping using simplified models with a clip material applied over at http://www.katsbits.com

Here's a tutorial on alphamod texture blending with ASE models - http://www.katsbits.com/tutorials/idtec ... levels.php

And here, http://www.katsbits.com/tutorials/idtec ... models.php

if you scroll down to the part that talks about editing texture paths it tells you what property to edit to apply a texture to the model in-game. Replace this texture with the clip texture you want to use.
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

http://www.katsbits.com/images/tutorial ... ts_sml.jpg

"The Retopo Tool is a quick and clean way to rebuild low poly meshes from higher resolution objects... a valuable and handy skill to know!."

.... Pure and beautyfull, i love it.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

fun with curves:
Image
Image
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

wee bit of time put in...

Image

Image
User avatar
Eraser
Posts: 19174
Joined: Fri Dec 01, 2000 8:00 am

Re: Screenshots

Post by Eraser »

That looks great. The colored lighting could be a wee bit less green/blue if you'd ask me though.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: Screenshots

Post by fKd »

last shot for the evening :D sorry bout the spam. but there was a lack of screenshots on this page lol

Image
Anthem
Posts: 399
Joined: Wed Oct 21, 2009 12:34 am

Re: Screenshots

Post by Anthem »

It seems like you were just doodling, really. Yet, you were able to make it look kick ass. WTF? :D
[url=http://www.xfire.com/profile/vlnoheaven/][img]http://i105.photobucket.com/albums/m231/Lowerboy444/xfire.png[/img][/url]

[url=http://teameventhorizon.com/]Team Event -O- Horizon[/url]

[url=http://mapping.maverickservers.com/]NoGhost Map Making Competition 2 (June 2010)[/url]
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: Screenshots

Post by Plan B »

Sweet pics as usual fkd.

However, what I'm always wondering about (but lazily never investigated, hehe) is how bots navigate major patch construction, because AFAIK they get a bit bitchy about how they handle patch geometry.
Do you clip all that shit for their convenience?
Bonnebez
Posts: 118
Joined: Tue Feb 08, 2011 1:31 pm

Re: Screenshots

Post by Bonnebez »

What i would love would be to play into the NCC 1701 ( Enterprise ) or inside some other known vessel, made by the best mappers possible. Sometimes i pray so that a talented mapper come and say: "Beam them up, Scotty".
Post Reply