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Topic Starter Topic: Re: Here's a wild idea: EntityPlus

Mercenary
Mercenary
Joined: 28 May 2010
Posts: 210
PostPosted: 04-22-2011 12:12 PM           Profile Send private message  E-mail  Edit post Reply with quote


Oh wow, thanks for this! I'm working on it. But feel free to make your own skin, if you want to. Here's the model.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-22-2011 02:45 PM           Profile Send private message  E-mail  Edit post Reply with quote


Obsidian, I do get a problem that the model I convert somehow can't find the material.
I know about stripping out bitmap data and that, but for some reason the md3 uses the "no shader" material in radiant anyway...
The thing is, that the model works in Radiant and Q3 as a ase, not problems at all, finds all the shaders and so on.

Maybe you could try?
http://www.zfight.com/misc/files/q3/key_gold.zip

(Create a dummy texture or something)


The keys are done for "Beta" at least, so I only need to make them work as md3 to post them.



_________________
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


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Mercenary
Mercenary
Joined: 28 May 2010
Posts: 210
PostPosted: 04-22-2011 04:22 PM           Profile Send private message  E-mail  Edit post Reply with quote


Obsidian, you just made my day. That's the first "real" UV map I ever made thanks to your textures. Feels good, need definitely more of that. Here's the new model including the texture as well as a picture:

Download



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-22-2011 07:50 PM           Profile Send private message  E-mail  Edit post Reply with quote


Hipshot: Did you intend on having "D:\Games\Games\..."?

There are some inconsistencies in how the game tools read ASE files. Radiant (depending on version) will read either MATERIAL_NAME, or MAP_NAME and Q3Map2/Q3Data will read BITMAP. Forward slashes for the first two, back slashes for the last. The BITMAP also has to point to the exact file and it even requires a file or dummy file in the event that you are using a shader that points to a different texture.

I changed it to look like the following:

Code:
   *MATERIAL 2 {
      *MATERIAL_NAME "models/powerups/keys/key_gold"
      *MATERIAL_CLASS "Standard"
      *MATERIAL_AMBIENT 0.5882   0.5882   0.5882
      *MATERIAL_DIFFUSE 0.5882   0.5882   0.5882
      *MATERIAL_SPECULAR 0.9000   0.9000   0.9000
      *MATERIAL_SHINE 0.1000
      *MATERIAL_SHINESTRENGTH 0.0000
      *MATERIAL_TRANSPARENCY 0.0000
      *MATERIAL_WIRESIZE 1.0000
      *MATERIAL_SHADING Blinn
      *MATERIAL_XP_FALLOFF 0.0000
      *MATERIAL_SELFILLUM 0.0000
      *MATERIAL_FALLOFF In
      *MATERIAL_XP_TYPE Filter
      *MAP_DIFFUSE {
         *MAP_NAME "models/powerups/keys/key_gold"
         *MAP_CLASS "Bitmap"
         *MAP_SUBNO 1
         *MAP_AMOUNT 1.0000
         *BITMAP "D:\GameDev\Quake3\entityplus\models\powerups\keys\key_gold.tga"
         *MAP_TYPE Screen
         *UVW_U_OFFSET 0.0000
         *UVW_V_OFFSET 0.0000
         *UVW_U_TILING 1.0000
         *UVW_V_TILING 1.0000
         *UVW_ANGLE 0.0000
         *UVW_BLUR 1.0000
         *UVW_BLUR_OFFSET 0.0000
         *UVW_NOUSE_AMT 1.0000
         *UVW_NOISE_SIZE 1.0000
         *UVW_NOISE_LEVEL 1
         *UVW_NOISE_PHASE 0.0000
         *BITMAP_FILTER Pyramidal
      }
   }


I recommend you use the shader path "models/powerups/keys/..." for consistency. You would obviously change "D:\GameDev\Quake3\entityplus\" to whatever you have on your end. Then follow the tutorial I linked above.

I was able to compile both ASE and MD3 files and they show up fine in game, though they appear to be 1000000000% too big!



DaEngineer: That bag is looking really quite good. I think you have some minor texture streaking between the two top buckles and where the side pouches meets the main pouch.



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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-22-2011 11:31 PM           Profile   Send private message  E-mail  Edit post Reply with quote


That backpack is looking sweet! Maybe would be even better if it's a bit dirtied up? Some (blood) stains maybe?




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-23-2011 02:01 AM           Profile Send private message  E-mail  Edit post Reply with quote


Obsidian, maybe the problem is that I use q3data in the wrong way?

I placed q3data.exe in:
D:\Games\Games\Quake III Arena\q3data

My qdt looks like (called test.qdt):
$aseconvert key_gold.ASE

The batch file says:
q3data.exe test.qdt >q3data.log"

I moved key_gold.ase to D:\Games\Games\Quake III Arena\q3data, cause q3data wouldn't understand $aseconvert models/entplus/key_gold.ase.

Never had these kinds of troubles before, so I'm starting to think that it has to do with where I placed the .exe and things around that. You see, my ase's always work as they should and they do that here too, it's the conversion that fails me.


---

The path d\games\games is intentional, the d\games contains other things too. I hope _this_ isn't the problem, cause I have had it like this since 99...
The scale of the model was intentional, it's just a test. The real model uses two materials too, I just wanted the simplest one to work and that was also really really big!! =)
And ofc, it should use the same directory as yours, I'm just using a work dir for all my files. When I'm done, everything will be placed inside powerups and use the same shaderfile.

If you feel this is taking to much space, maybe you wanna branch this section to a new thread...



_________________
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


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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-23-2011 01:39 PM           Profile Send private message  E-mail  Edit post Reply with quote


The QDT file should always point to the .ase file relative to the base path - even if it's in the same folder as the model, so always something like this:

$aseconvert models/powerups/keys/key_gold.ase


My Q3Data.exe is in D:\GameDev\Compilers\Q3Data\q3data.exe
My .qdt and .bat files are in the same folder as my models, in D:\GameDev\Quake3\entityplus\models\powerups\keys\...

So my batch looks like this:
D:\GameDev\Compilers\Q3Data\q3data.exe D:\GameDev\Quake3\entityplus\models\powerups\keys\q3data.qdt >D:\GameDev\Quake3\entityplus\models\powerups\keys\q3data.log

And my QDT file looks like this:
$aseconvert models/powerups/keys/keycard-b.ase
$aseconvert models/powerups/keys/keycard-g.ase
$aseconvert models/powerups/keys/keycard-r.ase
$aseconvert models/powerups/keys/keycard-y.ase
$aseconvert models/powerups/keys/key_gold.ase



If you're still struggling, I can do any conversions for you, just send me the .ase and any textures along with it, but I'm pretty confident you can do it on your end once you get the file paths worked out. The log file may report what you're doing wrong.



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GtkRadiant | Q3Map2 | Shader Manual


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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-23-2011 04:42 PM           Profile Send private message  E-mail  Edit post Reply with quote


Solved it. The problem was actually "Quake III Arena", I had to use the 8 letter DOS name in the ase, so I had to search and replace the name.

Now. the md3, which now can be seen in radiant and q3, uses only one shader, not two as it's supposed to.
The same problem happen when I went from Max 8 -> md3. But, your models uses several shaders, how?



_________________
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


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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-23-2011 06:40 PM           Profile Send private message  E-mail  Edit post Reply with quote


Submaterials won't work. You'll have to split the model into separate chunks and apply just one material to each element.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-24-2011 01:05 AM           Profile Send private message  E-mail  Edit post Reply with quote


Done!
http://www.zfight.com/misc/files/q3/ent ... onkeys.zip
Can someone see so they work alright. Just in case.

Thanks a lot for your help here Obsidian.
Even though I never use multimaterials in max (only standard), I found out that max actually thinks I use that when I have an object with more than one texture. I found that out when I tried the material-pipette on the object.
What I finally had to do, was to split the object up into two, select one of them (no part of them) and then apply a material. Then export them as a single unit.

I love how much harder this was from my usual ase creation. I guess ase is a much more understandable format in combination with q3map2. q3data felt so old when I discovered that I coulden't use spacing in my path (which is ofc since it's from ~99).



_________________
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


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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-24-2011 03:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


http://www.youtube.com/watch?v=PYmMPDrY_nE

Btw, Eraser, you need to merge mine and Obs shaders. I figure, it's better if the chief merges all shaders down in one file.



_________________
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


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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-24-2011 04:59 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Wow, those shaders look awesome! :D
I'll make the necessary changes in the code soon.
I'm merging all shaders into one entityplus.shader file by the way, so no worries there :)




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Señor Shambler
Señor Shambler
Joined: 07 Mar 2006
Posts: 849
PostPosted: 04-24-2011 05:22 AM           Profile Send private message  E-mail  Edit post Reply with quote


:up: :up: :up: :up: :up:




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-24-2011 07:39 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Hipshot, not sure what's wrong but something odd is going on with the textures:

Image

And then when I lowered the console it looked like this:
Image

Someone know what's wrong?




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The Afflicted
The Afflicted
Joined: 29 Nov 2002
Posts: 622
PostPosted: 04-24-2011 07:49 AM           Profile Send private message  E-mail  Edit post Reply with quote


This is me taking a very long shot because it's been years since I last mapped.

Screenshots look to be from a custom map which is only verlex lit?
I recall the wall and ground textures and they came from maps without real -light compilation.


[edit]
Sorry, the gothic shaders should work because the tech ones do.
[/edit]


[edit]
Hm. My whole post doesn't make sense.
Or it does, but then I'm saying "hey, 2 + 2 = 4"

And you guys are going "Lorentz contraction" and "Time dilation".

I don't think I can really contribute here... :dork:
[/edit]




Last edited by spookmineer on 04-24-2011 08:53 AM, edited 1 time in total.

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Mercenary
Mercenary
Joined: 28 May 2010
Posts: 210
PostPosted: 04-24-2011 07:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


A new suggestion: remove the names above the bot's head (or have you already done that? I'm not sure about it right now) as well as the hit beep when you hit somebody.

And what do you think about modifying the BFG? This weapon has no real use in good maps due to it's bad balancing and "kiddy factor". Adjusting it and giving it characteristics similar to the Doom BFG (low rate of fire, very high blast radius, higher damage, slower projectiles that look more like orbs than a shuttlecock) would make this weapon more useful.



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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-24-2011 08:15 AM           Profile Send private message  E-mail  Edit post Reply with quote


Hmm, strange. They work perfect here... are you sure it's not on your end Eraser? Could someone else try them?



_________________
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


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Mercenary
Mercenary
Joined: 28 May 2010
Posts: 210
PostPosted: 04-24-2011 08:32 AM           Profile Send private message  E-mail  Edit post Reply with quote


I got some weird colors too, but they're different from the ones Eraser has. His are coloured, mine are black.



These dark areas change their location when I zoom in and out. Can't be seen too well on a still image :| The static key models in the background are lit correctly.



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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-24-2011 09:11 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah mine started off having black splotches as well to be honest. It just jumped to the red glow on the spikes and then when I lowered the console I got the yellow splotches. Really odd. Haven't seen anything like it before.




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-24-2011 10:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Try this:

models/powerups/keys/key_master
{
// {
// map models/powerups/keys/key_master.tga
// rgbGen vertex
// }
{
map models/powerups/keys/envmap-r.tga
// blendFunc add
tcGen environment
rgbGen lightingDiffuse
tcMod scroll .05 .05
tcmod scale 2 2
}
{
map models/powerups/keys/envmap-r.tga
blendFunc add
tcGen environment
// rgbGen vertex
tcMod scroll .05 .05
tcmod scale 2 2
rgbGen wave sin 0 1 0 .5
}
{
map models/powerups/keys/key_master.tga
blendFunc blend
rgbGen lightingDiffuse
}
}


Note: I commented out the first stage (unnecessary) and converted rgbGen vertex to lightingDiffuse. This won't work properly if you just drop it in as a misc_model but should work better as an entity. There should only be one rgbGen directive per stage.

rgbGen vertex does static vertex lighting on a model as it would on a brush. Entities are expected to spin around or move and are not compiled into the .bsp, so they are lit by the lightgrid instead of vertex lighting or lightmaps.



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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-24-2011 09:46 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Ah yes that shader works better. Obs' knowledge on these sorts of matters seems infinite :)




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-25-2011 12:30 AM           Profile Send private message  E-mail  Edit post Reply with quote


Yea. Thanks again Obs. It's hard to keep track with all these parms around!

I must say it had been easier to make them when I would have been able to test them properly =)

Eraser, when will you have something ready to test next time? I wanna see and maybe be able to tweak around with the keys in a working version...



_________________
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


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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-25-2011 01:40 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Alright folks, this is the release you've all been waiting for. I've uploaded version 0.4 moments ago and it can be downloaded here.

The list of changes is quite extensive. Here's the complete thing:

- [Added] Dying in single player causes the player to drop a backpack which can be picked up to restore the player's weapons/ammo/holdables.
- [Added] Ladderclip texture to create ladders. (edit: this can be found under the "common" textures)
- [Added] DARK_DEBRIS key for target_debrisemitter to toggle between lighter and darker bits of debris.
- [Added] Red, Green, Blue and Yellow keycards.
- [Added] Master, Gold, Silver and Iron skeleton keys.
- [Added] nobots and nohumans keys to trigger_multiple.
- [Added] KEY_RED, KEY_GREEN, KEY_BLUE, KEY_YELLOW, KEY_MASTER, KEY_GOLD, KEY_SILVER and KEY_IRON spawnflags for trigger_lock.
- [Added] Targeting an info_player_deathmatch with a trigger will enable or disable the spawnpoint.
- [Added] DISABLED spawnflag to info_player_deathmatch.
- [Added] SCRIPT spawnflag to target_mapchange.
- [Fixed] Game crashes when joining the spectators.
- [Fixed] target_mapchange incorrectly reads specified mapname.
- [Fixed] IMMEDIATELY spawnflag on target_disable doesn't work in some cases.
- [Fixed] The RANDOM spawnflag on target_logic causes an entity to always be triggered.
- [Changed] target_botspawn now spawns bots at it's own location and allows customization of the bot to spawn.
- [Changed] target_logic can now be targetted by up to 10 entities instead of just 2.
- [Changed] target_debrisemitter spews out actual debris models.
- [Changed] Smoke trails for target_debrisemitter are slightly less opaque now.
- [Changed] target_mapchange now only retains player stats when game is in single player mode.
- [Changed] Holdable item is also persisted across map changes caused by target_mapchange.
- [Changed] setting the wait key for a func_door to -2 will prevent it from closing until it is triggered again.
- [Changed] Player is respawned at the nearest active spawnpoint instead of the furthest in single player mode.
- [Changed] Damage from bots to players is scaled back depending on skill level (ranging from 0.3 to 0.7 times damage)
- [Changed] Bots no longer attack each other in single player mode.
- [Changed] Bots can no longer damage each other in single player mode.
- [Changed] Bots are no longer able to pick up items in single player mode.
- [Changed] Bots no longer chat in single player mode.
- [Changed] "You fragged ... " messages no longer shown in single player mode.
- [Changed] Obituaries ("... was fragged by ...") messages are no longer shown in single player mode.
- [Changed] "... conneced" messages no longer shown in SP mode when connecting player is a bot.
- [Changed] join and team change messages no longer shown in SP mode when joining/changing player is a bot.
- [Changed] Fraglimit and timelimit are forced to 0 in single player mode.
- [Changed] Removed non-essential information from HUD in single player mode.
- [Changed] Hit beep sounds are no longer played in single player.
- [Changed] Crosshair names are no longer displayed in single player.
- [Changed] The announcer voice no longer announced fraglimit or timelimit warnings and lead changes in single player.

Since a number of these changes are only applicable to single player mode, it's best to load your custom maps with the "spmap" command rather than the "map" command. There's still quite a bit of work to be done I think, especially in the department of bot AI, to make them more singleplayer-ish, but with this you can pretty much start working on your single player level pretty well.

Two notes especially for Hipshot and DaEngineer. I've made my own 32x32 pixel icons for your key and backpack models. These are pretty crappy so if you can make any better ones, I'd be happy to receive them :)

Also, if you load your map in single player mode, bringing up the scoreboard will bring up the objectives overlay instead. It's still using placeholder graphics. If anyone can make one that looks better, be my guest. One thing: all 2D graphics are rendered to a 640x480 virtual screen which is then resized to the appropriate resolution. So keep in mind that if you make a 640x480 overlay, it'll cover the entire screen, no matter at what resolution your game is rendering.
In my overlay, the "primary", "secondary" and "kills" texts are part of the overlay image. It's best not to do it this way though, because as you can probably see for yourself, it doesn't scale very nicely. If you want text (in one of the in-game fonts) rendered on top of the overlay, let me do it through the code so it scales more appropriately to different resolutions.

Once more the download location: http://code.google.com/p/entityplus/downloads/list

edit:
I forgot to mention in the readme and the entities.def file that the target_botspawn also takes a "health" key which can be used to determine the amount of health the bot has when it spawns into the game. This could be 1 but could just as well be 1000 :)




Last edited by Eraser on 04-26-2011 12:23 AM, edited 1 time in total.

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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-25-2011 02:34 AM           Profile Send private message  E-mail  Edit post Reply with quote


All the changes, great, I must admit it's pretty awesome having these possibilities, now we only need a kick ass map for all these features!

I made some icons, but... the way I feel it. It's very inconsistent with all people doing different icons. I think when you decided that the mod is a 1.0 or whatever, one person should do all icons for new items.

One thing I think you can do, is to make the new pickup icons display as large as the Medkit and PT, I think they are twice the size, looks like that anyway.

Icons: http://zfight.com/misc/files/q3/key_icons.zip



_________________
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


Last edited by Hipshot on 04-25-2011 02:58 AM, edited 1 time in total.

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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 04-25-2011 02:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


I think it's a huge difference between the current shader and when I had another stage in them. Could you please replace the current with the following, then look at especially the gold and silver key.

Code:
models/powerups/keys/key_master
{
   {
      map models/powerups/keys/key_gold.tga
      rgbGen vertex      
   }
   {
      map models/powerups/keys/envmap-r.tga
      blendFunc add         
      tcGen environment
      rgbGen lightingDiffuse
      tcMod scroll .05 .05
      tcmod scale 2 2
   }
   {
      map models/powerups/keys/envmap-r.tga
      blendFunc add
      tcGen environment
      tcMod scroll .05 .05
      tcmod scale 2 2
      rgbGen wave sin 0 1 0 .5
   }
   {
      map models/powerups/keys/key_master.tga
      blendFunc blend
      rgbGen lightingDiffuse
   }
}

models/powerups/keys/key_gold
{
   {
      map models/powerups/keys/key_gold.tga
      rgbGen vertex      
   }
   {
      map models/powerups/keys/envmap-y.tga
      blendFunc add      
      tcGen environment
      rgbGen lightingDiffuse
      tcMod scroll .05 .05
      tcmod scale 2 2
   }
   {
      map models/powerups/keys/envmap-y.tga
      blendFunc add
      tcGen environment
      tcMod scroll .05 .05
      tcmod scale 2 2
      rgbGen wave sin 0 1 0 .5
   }
   {
      map models/powerups/keys/key_gold.tga
      blendFunc blend
      rgbGen lightingDiffuse
   }
}

models/powerups/keys/key_silver
{
   {
      map models/powerups/keys/key_silver.tga
      rgbGen vertex      
   }
   {
      map models/powerups/keys/envmap-b.tga
      blendFunc add      
      tcGen environment
      rgbGen lightingDiffuse
      tcMod scroll .05 .05
      tcmod scale 2 2
   }
   {
      map models/powerups/keys/envmap-b.tga
      blendFunc add
      tcGen environment
      tcMod scroll .05 .05
      tcmod scale 2 2
      rgbGen wave sin 0 1 0 .5
   }
   {
      map models/powerups/keys/key_silver.tga
      blendFunc blend
      rgbGen lightingDiffuse
   }
}

models/powerups/keys/key_iron
{
   {
      map models/powerups/keys/key_iron.tga
      rgbGen vertex      
   }
   {
      map models/powerups/keys/envmap-y.tga
      blendFunc add         
      tcGen environment
      rgbGen lightingDiffuse
      tcMod scroll .05 .05
      tcmod scale 2 2
   }
   {
      map models/powerups/keys/envmap-y.tga
      blendFunc add
      tcGen environment
      tcMod scroll .05 .05
      tcmod scale 2 2
      rgbGen wave sin 0 1 0 .5
   }
   {
      map models/powerups/keys/key_iron.tga
      blendFunc blend
      rgbGen lightingDiffuse
   }
}



_________________
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


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Mercenary
Mercenary
Joined: 28 May 2010
Posts: 210
PostPosted: 04-25-2011 04:54 AM           Profile Send private message  E-mail  Edit post Reply with quote


I tried out the new version. There are some things I have to ask you about.

1. Can a func_breakable spit out the debris models when destroyed without having to target it a target_debrisemitter?
2. Is there a limit how many debris models are allowed to exist at the same time? When I target two target_debrisemitters, there are two fountains of debris and everything works fine. But as soon as I use three or more emitters, the debris models disappear a short moment after spawning
3. You wrote that damage scaling of bots is enabled now. But Visor pretty much owned me. How can the difficulty be changed?
4. Bots teleport out of the game when they die, which is very uncommon for SP enemies. Can you remove this effect and just let them stay where they are when they've died? Or let them sink into the ground?



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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-25-2011 06:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


Eraser wrote:
One thing: all 2D graphics are rendered to a 640x480 virtual screen which is then resized to the appropriate resolution. So keep in mind that if you make a 640x480 overlay, it'll cover the entire screen, no matter at what resolution your game is rendering.


Wouldn't it be best for all graphics be created on power-of-two dimensions? It still needs to be loaded into video memory and I assume that like textures, it will downsize dimensions to the nearest power-of-two. A 640x480 texture will be loaded into memory as a 512x256 block. That's why levelshots in Q3 are also in power-of-twos.

(Unless of course the "virtual screen" is some sort of workaround for this)


Hipshot wrote:
I think it's a huge difference between the current shader and when I had another stage in them. Could you please replace the current with the following, then look at especially the gold and silver key.


Hmm... I only tested with the master key and couldn't see any difference. Reducing the number of texture stages can help with performance so I tried to minimize them with little visual difference, but didn't realize there may have been a bigger visual effect with the other keys.

BTW, you're using rgbGen vertex again on the first stage. Change this to rgbGen lightingDiffuse.



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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-25-2011 08:30 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I wouldn't know about the powers of two thing. I recall there being 2D assets that aren't in powers of 2 but I could be mistaken. My overlay is 512x192 and that works, but perhaps its not optimal memory wise?

I don't think the 640x480 thing is related to this. It just makes it easier to make and position assets if you can base everything on one resolution and have the scaling to the right res be a post processing step on the whole thing.




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Eh?
Eh?
Joined: 25 Mar 2001
Posts: 32049
PostPosted: 04-25-2011 11:53 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Any 2d image is loaded in power of two, regardless of what resolution it actually is. This means a 640x480 texture will downsample to its nearest neighbour, meaning it will render at 512x256 ingame. Thus, it makes MUCH more sense to resize it to 512x512 while keeping the correct aspect ratio.

When loading any 2d image that isn't power of two keep in mind that not only is it going to look worse as the end result will be down sampled badly, but it will also be more system intensive, meaning it really doesn't pay at all to even bother doing it that way.

The 640x480 thing you sound like you are on about is screen sapce GUI coords. It makes sense to build a GUIat 640x480 as thats usually the lowest resoltion you will view it in. This is just for scaling pictures and positioning them onto the GUI. You could, for example, scale a 1024x1024 picture to 26x47 at X/Y coords on this UI and it would be fine (Although would look fucking horrible thanks to the resolution never matching).




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Mentor
Mentor
Joined: 12 Mar 2005
Posts: 3958
PostPosted: 04-25-2011 01:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


I denounce this power-of-two heresy! From now on, we will only use image sizes that are powers of one!




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The Afflicted
The Afflicted
Joined: 29 Nov 2002
Posts: 622
PostPosted: 04-25-2011 03:51 PM           Profile Send private message  E-mail  Edit post Reply with quote


Pong...?




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-26-2011 12:33 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I've been looking at Q3's 2D assets and o'dium is right. All of them are created in resolutions of powers of 2.

So my 512x192 placeholder overlay is not a good example. Then again, it's only a placeholder.




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Cool #9
Cool #9
Joined: 01 Dec 2000
Posts: 44131
PostPosted: 04-26-2011 02:04 AM           Profile   Send private message  E-mail  Edit post Reply with quote


DaEngineer wrote:
I tried out the new version. There are some things I have to ask you about.

1. Can a func_breakable spit out the debris models when destroyed without having to target it a target_debrisemitter?


Right now, unfortunately not. I tried getting this to work but have been successful so far. The thing is, a func_breakable is a brush entity that doesn't have an origin and the origin is needed to determine where the debris should be emitted from. You can set an origin key (or use an origin brush, but q3map translates that to an origin key) but for some reason, any entity with an origin key is made non-solid by q3map, so there's not much I can do about that.

I might be able to get this working if I dig a little deeper, but for now, my understanding of how "movers" work in Q3 is too limited to fix this.

DaEngineer wrote:
2. Is there a limit how many debris models are allowed to exist at the same time? When I target two target_debrisemitters, there are two fountains of debris and everything works fine. But as soon as I use three or more emitters, the debris models disappear a short moment after spawning


I'm not sure. I didn't put in a hard limit myself. Could be that the engine limits it. You could use the count key on target_debrisemitter to emit less bits of debris per entity.

DaEngineer wrote:
3. You wrote that damage scaling of bots is enabled now. But Visor pretty much owned me. How can the difficulty be changed?


Change the g_spskill cvar through the console. It ranges from 1 (easy) to 5 (hard) I think.

DaEngineer wrote:
4. Bots teleport out of the game when they die, which is very uncommon for SP enemies. Can you remove this effect and just let them stay where they are when they've died? Or let them sink into the ground?


Yeah good point, I'll look into this.




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I'm the dude!
I'm the dude!
Joined: 04 Feb 2002
Posts: 12498
PostPosted: 04-26-2011 06:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


^misantropia^ wrote:
From now on, we will only use image sizes that are powers of one!


Voxels?



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The Afflicted
The Afflicted
Joined: 28 Apr 2008
Posts: 530
PostPosted: 04-26-2011 07:33 AM           Profile Send private message  E-mail  Edit post Reply with quote


Great, now you got me thinking of starting a round of minecraft again. Goodbye real-life obligations :paranoid:



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