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Re: Screenshots

Posted: Fri Jul 31, 2009 1:13 pm
by Hipshot
But you have made a lot more than three levels AFAIK?

Re: Screenshots

Posted: Fri Jul 31, 2009 1:31 pm
by Mr dk
@ Sock, thank you, that actually means a lot to me!
I did most of that stuff before I got dragged off to Singapore for an insanely large amount of money, but now I'm rich I have no time ;) I'm glad you like the rant...it was, er....heartfelt :) Sorry about the colour scheme.

Re: Screenshots

Posted: Fri Jul 31, 2009 2:24 pm
by obsidian
sock wrote: @obsidian: OMG models! stuff! you make stuff! :P So when are you going to skin/texture them? grey is not the fashion colour for this year!
Radial engine already textured. Working on the turbine thingy. UVW mapping is a bitch, especially for wonky shaped objects like that. I'm having fun doing it though, a bit of a learning experience so I like the challenge.
Hipshot wrote:But you have made a lot more than three levels AFAIK?
Sounds like he has made 11.
Mr dk wrote:I did most of that stuff before I got dragged off to Singapore for an insanely large amount of money, but now I'm rich I have no time ;)
Money is always good. I've been to Singapore. Very nice place. Laws are a little strict, but almost zero crime is a nice result.

Re: Screenshots

Posted: Fri Jul 31, 2009 9:54 pm
by fKd
na its just the way i name levels, i've released 3 so far and the rest are half done or abandoned.

Re: Screenshots

Posted: Sat Aug 01, 2009 12:03 am
by g0th-
Some errors here and there but I'm going away for a few days so I though I'll post an update before.
[lvlshot]http://www.g0th.se/pics/q3_abandon_04.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Aug 01, 2009 12:37 am
by Hipshot
Looks Doom3-ish. What is your plans for bots here btw?
The bots seems to work well on my terrain on my current project, to my big surprise. But you have a more complex and also much more terrain...
On my history level, which also has much modeled terrain, the bots ofc didn't work at all and I was too lazy to cover the terrain in a good botclip cover for them to navigate. It would have taken years.

Re: Screenshots

Posted: Sat Aug 01, 2009 12:55 am
by spookmineer
Mr dk wrote:Informative post
Donkey?! What happened to your "regular" avatar, I know for sure you made more than a miserable 5 posts...

Re: Screenshots

Posted: Sat Aug 01, 2009 7:33 am
by g0th-
I'm not that much familiar with how bots work. But I think that building a clip (bot) hull in brushes is out of the question. If it's possible to do that with models maybe the q3map_clipmodel command or something similar could work. Then I will add bots.

Re: Screenshots

Posted: Sat Aug 01, 2009 9:11 am
by Hipshot
g0th- wrote:I'm not that much familiar with how bots work. But I think that building a clip (bot) hull in brushes is out of the question. If it's possible to do that with models maybe the q3map_clipmodel command or something similar could work. Then I will add bots.
I was thinking about this for the History level, invisible collision meshes for simplified navigation - never tried it though, didn't have time. Both for bots and players. My idea was to make a visible simple mesh based on the real one, then just make it invisible in the shader with a blendfunc.

Re: Screenshots

Posted: Sat Aug 01, 2009 1:13 pm
by Mr dk
Spook-I'll get my old stuff back at some point :)

g0th- and Hipshot so far as I know clip brushes need to be brush volumes, you can't make a simplified collision mesh (as you would for Q4 et al). There is of course the spawnflags 6 auto clip route, but if you can make an aas file with that set you are doing better than I ever could. Bot clipping will work, but is tiresome in the extreme. Thats the path I took, it works but is a right pain in the nuts to do. I guess you could go the route Sock went with PoM, make a simplified bot route map and use -fixaas to force Q3 to accept a navigation file from a different .bsp. There was a long discussion on this and it looked kinda complex, involving hex editing and stuff :(
The other way that occured to me was there is a blender export script that will export a mesh object as .map. Now I've never used it, but I know Kat did some tests with it. You could perhaps make the simplified mesh and export it as brush work, which in turn you could simply texture as clip. I'm guessing any mesh to map script is going to leave brushes all off grid which could be an issue, but still it's a thought.

Re: Screenshots

Posted: Sat Aug 01, 2009 6:09 pm
by o'dium
-goth... That rock texture "looks" really familiar to me... It "looks" quite like a diffuse only version of one I made/released :paranoid: Either way, that shot looks awesome, gj!

Re: Screenshots

Posted: Sat Aug 01, 2009 9:32 pm
by phantazm11
g0th: That is really coming along. Looks terrific!

sock: Looks like something from Dr. Frankenstein's lab!

Little texture replacement work for a more realistic feel. Oh, and my first tree model!

[lvlshot]http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/temple_10.jpg[/lvlshot]

Re: Screenshots

Posted: Sat Aug 01, 2009 11:11 pm
by Kaz
very cool! it might be cool to make one of the vines curl up in a spiral instead of going straight and then hanging over the edge, that way there would be both the teleporter and a vine with the spiral shape (or maybe just wiggle a little bit before falling over) :o

some textures are temp from elsewhere, anything not mine would be replaced before releasing... :paranoid:

[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0014.jpg[/lvlshot]

Re: Screenshots

Posted: Sun Aug 02, 2009 1:42 am
by nitin77
phantasm11,

love that shot, much better lighting (did you change anything). Also, have you been looking at shots of Angkor Wat, it reminds me a lot of the Ta Prohm temple.

Re: Screenshots

Posted: Sun Aug 02, 2009 1:56 am
by obsidian
Kaz wrote:[lvlshot]http://student.cs.appstate.edu/freemancw/junk/shot0014.jpg[/lvlshot]
I know you're still working on the textures, but I just want to point out that I don't think the lights match the architecture. I think some hanging lights would go well... like this:

Image

Re: Screenshots

Posted: Sun Aug 02, 2009 2:42 am
by phantazm11
Kaz: Spiral vine ends to "mirror" the tp is a great idea. Love those windows in your map!

nitin77: Yes, Angkor was what initially inspired me to do this map. Beautiful architecture. I just wish I could reach the level of detail of those ruins. I would love to visit, but I'd spend all of my time there taking pictures! And yeah, the lighting has been tweaked quite a bit.

obsidian: I agree with that lamp choice...would go perfect in Kaz's map. I can't wait to see your rotary engine textured!

Re: Screenshots

Posted: Sun Aug 02, 2009 2:00 pm
by jal_
g0th- wrote:I'm not that much familiar with how bots work. But I think that building a clip (bot) hull in brushes is out of the question. If it's possible to do that with models maybe the q3map_clipmodel command or something similar could work. Then I will add bots.
Not exactly answering to the quoted text, but, if you encounter, or prefer to avoid, clipping issues, get the q3map2 which comes with netradiant and set the misc_model entity with the spawnflag 8 (added to the others you set, ofc). It will fix most (not all) of the clipping errors. With this q3map2 you pretty much can naturally use the model for collision without much extra worries.

Re: Screenshots

Posted: Sun Aug 02, 2009 2:55 pm
by Mr dk
bspc wont compile a bot nav file if you simply autoclip (could have sworn it was 6, are you sure it's 8?). You can autoclip for player collision solutions, but to compile an aas you would still have to botclip.

Re: Screenshots

Posted: Sun Aug 02, 2009 3:15 pm
by obsidian
Dunno about netradiant, but on standard Q3Map2 it's spawnflags 2 for clipmodel, spawnflags 4 for forcemeta (lightmapped models). 6 does both.

It's generally a good idea to use as much botclip as you possibly can for models since all the wonky angles is a simple procedure for bot lobotomy.

Oh, and BSPC will compile with Q3Map2 clipmodel, it just depends on the complexity of the model and collision surfaces. Something overly complex (like terrain) will surely cause BSPC to spit out errors.

You can also try the Q3Map2 AAS attachment thing that ydnar added in the last version for sock. It basically allows you to compile a simplified map for AAS and then attach it to your complex map with all the model geometry. Search the forums, I don't recall exactly what it's called.

Re: Screenshots

Posted: Sun Aug 02, 2009 4:06 pm
by Hipshot
Mr dk wrote:bspc wont compile a bot nav file if you simply autoclip (could have sworn it was 6, are you sure it's 8?). You can autoclip for player collision solutions, but to compile an aas you would still have to botclip.
As I said earlier, my current level has no botclips yet, the terrain i autoclipped (6) and it works perfectly for the bots.

Re: Screenshots

Posted: Sun Aug 02, 2009 4:24 pm
by monaster
Obsidian wrote:
You can also try the Q3Map2 AAS attachment thing that ydnar added in the last version for sock. It basically allows you to compile a simplified map for AAS and then attach it to your complex map with all the model geometry. Search the forums, I don't recall exactly what it's called.
I suppose you thought of that one?

http://quake3world.com/forum/viewtopic.php?f=10&t=31963

If I'm not mistaken, sock wrote some stuff regarding that topic in his readme for pom_bots, too.

Re: Screenshots

Posted: Sun Aug 02, 2009 4:45 pm
by Kaz
obs: i'll have to go light shopping again soon :)

Re: Screenshots

Posted: Sun Aug 02, 2009 5:07 pm
by Mr dk
Hipshot wrote:As I said earlier, my current level has no botclips yet, the terrain i autoclipped (6) and it works perfectly for the bots.
Understood. As Obsidian stated if the geometry is simple and/or small in size you can get away with it. Extensive or complex meshes (which tbh, if we are modelling that would normally would be the case, else using brushes or patches is quicker) are a different matter.

Re: Screenshots

Posted: Sun Aug 02, 2009 5:45 pm
by g0th-
phantazm11: Very nice!! I'm glad to see it with some new textures. I think you can improve the stone textures a bit if you add some dirt, grass or moss on them, Looking forward to see more.

Hipshot: Yes, my plan was to use a simplified model just for the collision with a 100% translucent material, not only for the bots but to make sure the collision felt good and to save some fps. It's great to hear that q3 can recognize this as a way to create bot navigation from. Might be some hope for me after all :)

obsidian: Thanks for the information about BSPC and the Q3Map2 clipmodel. It should hopefully work well for me with a simplified collision.

Mr dk: Thanks for the advices. I'm not sure what the difference between q3map_clipmodel and autoclip is but from what I understand, Clipmodel is like per poly detection? I also read through that thread you posted about they way Sock made his bot hull and all I got was a headache :) Using blender to convert models to map brushes is also very interesting. That's probably something that could speed up my whole brush building -vis process quite a lot and also help out with the bots if q3map_clipmodels fails.

o'dium: Thanks, the terrain textures are just photos from cg textures that I've modified a bit.

Kaz: looking good man. Is that your own engine or q3?

jal_: Thanks for the tip. I'm currently have a whole shaderfile name temp where I've put every single texture into a material with q3map_clipmodel on it. Just to be able to run in the map. I will be pretty happy the day I remove it :) so sick of all filepaths, shaders, models, textures names and the constant research on how q3map2 works. but I guess spawnflag 6 will do lightmaps and clipmodel in normal q3map2?

Re: Screenshots

Posted: Sun Aug 02, 2009 5:50 pm
by sock
monaster wrote:If I'm not mistaken, sock wrote some stuff regarding that topic in his readme for pom_bots, too.
Yeah I wrote a couple of things on it. First one is http://www.simonoc.com/pages/design/map ... m_bots.htm which talks about the process I went through for creating a bot file for PoM. Second one is http://www.simonoc.com/pages/design/map ... source.htm the source/batch files I used for Mystic Gemini. The later link has map source files showing the process in greater depth.