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Q3A: "The Construct" Beta 2 *UPDATED*
Posted: Wed Mar 28, 2007 1:57 am
by Amphetamine
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.
Posted: Wed Mar 28, 2007 1:57 pm
by broar
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.
Posted: Wed Mar 28, 2007 2:16 pm
by Amphetamine
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.
Posted: Wed Mar 28, 2007 2:32 pm
by broar
Yeah! You´re using the skybox entity. Most people neglecting this feature.
I would export the sphere as a ase with two different materials. The edges between the different colors will become blurry with one skin on a sphere this big.
Did you made a ico- or a uvsphere?
Posted: Wed Mar 28, 2007 2:40 pm
by Amphetamine
UVsphere, 12x12
I'm not really very experienced with Blender, so it's mostly trial and error for me for the moment. I'll have to make the model bigger next time, had to use modelscale 950 in radiant

Posted: Wed Mar 28, 2007 3:51 pm
by Amphetamine
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?
Posted: Wed Mar 28, 2007 9:15 pm
by dnky
Does/do func entities work in portal sky set ups? I'm not sure they do.
Ase format is easier to set up the texture paths I find....and easier to change the texture too

Posted: Wed Mar 28, 2007 11:55 pm
by Amphetamine
I'm sure I recall myth or someone saying that they targeted the turtle model to a func_rotating in a _skybox. Anyhow, I still can't get it to work, but my skin for the model is much cleaner now

Will get a pic of that up at some point. Anymore comments on the topic of weapons or cel shading anyone?
Posted: Thu Mar 29, 2007 12:18 am
by obsidian
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?
Posted: Thu Mar 29, 2007 12:46 am
by Amphetamine
That was a botched attempt. Real version looks like this:

Posted: Thu Mar 29, 2007 2:50 pm
by broar
...had to use modelscale 950 in radiant
You can get reference models at
http://www.quake3bits.com/ to check how big your sphere will be in radiant.
If you model in blender for quake3 set the grid division to 8.
3Dwindow

view

viewproperties
Posted: Thu Mar 29, 2007 2:57 pm
by ManU
i can´t play in internet.
Sou wat help?
Posted: Thu Mar 29, 2007 3:02 pm
by Amphetamine
broar wrote:...had to use modelscale 950 in radiant
You can get reference models at
http://www.quake3bits.com/ to check how big your sphere will be in radiant.
If you model in blender for quake3 set the grid division to 8.
3Dwindow

view

viewproperties
Cheers geez, had forgotten about Kat's page
ManU wrote:i can´t play in internet.
Sou wat help?
???????
Posted: Thu Mar 29, 2007 6:38 pm
by dnky
Posted: Thu Mar 29, 2007 6:47 pm
by Kat
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!

Posted: Thu Mar 29, 2007 7:48 pm
by Amphetamine
Kat wrote:[EDIT]oh lol, beaten to it by a stalker!

dnky is the "Marked One"?
Posted: Thu Mar 29, 2007 9:51 pm
by Quack
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:
Posted: Fri Mar 30, 2007 1:02 am
by Amphetamine
Unfortunately it appears that grenades do not use g_gravity in their calculations

Anyhow, next beta will be out later tonight.
Posted: Fri Mar 30, 2007 2:00 pm
by Amphetamine
*BUMP* New link and info in top post.
Posted: Fri Mar 30, 2007 6:02 pm
by Quack
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.
Posted: Sat Mar 31, 2007 4:29 pm
by Amphetamine
Running it on a server tonight. 9pm BST (GMT+1). If you want to play and help me test, meet us on irc.quakenet.org #map-center
Posted: Sat Mar 31, 2007 4:32 pm
by Kammesennin
Nice job! How did you get it to set g_gravity to 100 when the map is loaded? And I'll get on IRC now, if I'm home tonight I'll help test for sure.
Posted: Sat Mar 31, 2007 5:30 pm
by Amphetamine
Kammesennin wrote:Nice job! How did you get it to set g_gravity to 100 when the map is loaded? And I'll get on IRC now, if I'm home tonight I'll help test for sure.
Cheers
Worldspawn key: gravity