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On the Edge [Alpha] [QL]

Posted: Fri Dec 31, 2010 11:19 pm
by themuffinman
On the Edge - Remake of "The Edge" for QUAKE LIVE
Inspired by the fact that there's never been a worthy remake of the original, legendary map, this version is under development and planned to be the definitive remake of q2dm1 - it takes things further than any other version has gone: a complete remake of the original from scratch.

I'm hesitant to upload this here as you guys don't really come across as the type who are receptive of map remakes - or alpha versions for that matter, but I'll take my chances anyway!

This is my first map I've ever had a decent release version put together for, so go easy on me :P As I stated in the other thread, this map has a shiteload of errors - so if I achieved anything, it's a world record of map compilation errors! There's random brushes that I deleted before and don't show up in the editor, yet still compile. There's a leak spot that won't go away (the map is boxed up now, obviously not the ideal solution but it's my last resort). I regularly get random ass brushes duplicating themselves and I only notice when I load a bsp compile and see a whole bunch of zerbaing going on. Sometimes random blocks of terrain dissapear - they just dissapear! And don't get me started on the massive amounts of brushes that all-of-a-sudden get buggy vertex points!

Anyway, if you liked the original q2dm1 then give this a go:

Download:
On the Edge [Alpha V1]

Screenshots [thumbnails]:

Image Image Image Image Image Image Image Image Image Image Image Image Image Image

More information on the issues as well as how to run the map are included in the text file.

Re: On the Edge [Alpha] [QL]

Posted: Fri Dec 31, 2010 11:30 pm
by EmeraldTiger
Like I said in IRC and on QL - it`s awesome! Much better than id`s remake "Winter`s Edge".

As for the leaks, it`s most likely that your area portals are not sealing up the areas they connect. You may want to check to make sure your areaportals span all the way to the edges of the doorways, and make sure there aren`t any gaps in the room to other ones that may need attention. You may also have detail brushes used as external geometry. You may wish to check the surfaceparms of external brushes (walls, ceilings, floors, etc.) and make sure they aren`t marked as "detail", this will also cause leaks.

I`m not sure about the other issue regarding buggy brushes.

Overall, an excellent effort and probably the best Edge remake out there. :up:

Re: On the Edge [Alpha] [QL]

Posted: Sat Jan 01, 2011 12:52 am
by cityy
Looks pimp, gj.

Re: On the Edge [Alpha] [QL]

Posted: Sat Jan 01, 2011 2:24 am
by fKd
looks nice, might wanna use phong shading on ya rocks tho

Re: On the Edge [Alpha] [QL]

Posted: Sat Jan 01, 2011 6:48 am
by themuffinman
fKd wrote:looks nice, might wanna use phong shading on ya rocks tho
It does have phong shading lol. But it didn't change it's appearance at all! Maybe the shadeangle needs adjusting? Here's the shaders for the 3 terrain textures:

Code: Select all

// --------------------------------------------------------------------------------
// Terrain
// --------------------------------------------------------------------------------

textures/ontheedge/px01
{
	q3map_nonplanar
	q3map_shadeangle 60
	qer_editorimage textures/proto2/px01.tga
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/proto2/px01.tga
		blendFunc filter
	}
}

textures/ontheedge/px02
{
	q3map_nonplanar
	q3map_shadeangle 60
	qer_editorimage textures/proto2/px02.tga
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/proto2/px02.tga
		blendFunc filter
	}
}

textures/ontheedge/px03
{
	q3map_nonplanar
	q3map_shadeangle 60
	qer_editorimage textures/proto2/px03.tga
	{
		map $lightmap
		rgbGen identity
	}
	{
		map textures/proto2/px03.tga
		blendFunc filter
	}
}

Re: On the Edge [Alpha] [QL]

Posted: Sat Jan 01, 2011 4:32 pm
by obsidian
Try q3map_lightmapMergable

Re: On the Edge [Alpha] [QL]

Posted: Sat Jan 01, 2011 5:10 pm
by themuffinman
Alright I'll give that a go thanks. Also, how do you refine shadows? I want them a whole lot less blocky than they are right now and I tried using light bounces but it takes a massive amount of time to compile.

Re: On the Edge [Alpha] [QL]

Posted: Sat Jan 01, 2011 5:26 pm
by obsidian
Gaussian blur/antialiasing of shadow edges:
Try samples first, it's a little smarter in that you don't get totally blobbed out shadows. q3map_lightmapFilterRadius looks best with conservatively smaller values.

Re: On the Edge [Alpha] [QL]

Posted: Sat Jan 01, 2011 5:32 pm
by deqer
this looks beautiful. however, i would never play it compared to winter's edge, because winter's edge is a perfect match (by scale) to the q2 edge map. the distances between everything are perfect, which makes maneuvering a pleasure to do.

Re: On the Edge [Alpha] [QL]

Posted: Sun Jan 02, 2011 6:17 am
by themuffinman
@obsidian: Thanks, the shadowing is much better now! Still couldn't get phong shading to work though :/

@deqer: This will play like Winter's Edge and better in some places. It'll undergo quite a bit of rescaling to needed areas before beta release. Mega room and underground are priorities.

Re: On the Edge [Alpha] [QL]

Posted: Sun Jan 02, 2011 2:24 pm
by obsidian
Try increasing the shade angle. If you know for sure you want the entire thing phong shaded and no hard edges, use a value of 179.

Re: On the Edge [Alpha] [QL]

Posted: Sun Jan 02, 2011 8:36 pm
by themuffinman
Yeah that is the case. If I looked closely there were bits that were shaded, but overall most weren't. That's with shadeangle 90. I think I must go full-on 179 since it looks ridiculous semi-shaded. Thanks for the help!

Re: On the Edge [Alpha] [QL]

Posted: Sun Jan 30, 2011 7:45 pm
by deqer
what's going on with this? it's been 28 days... wth, where's the news? you have an ETA on your next release for this? you still waiting for more feedback or something?

Re: On the Edge [Alpha] [QL]

Posted: Mon Jan 31, 2011 6:47 pm
by themuffinman
deqer wrote:what's going on with this? it's been 28 days... wth, where's the news? you have an ETA on your next release for this? you still waiting for more feedback or something?
Considering your recent posting frenzy, I can't quite figure out whether you're trolling or not. In any case, BETA v1 was released a couple weeks back. RC is coming in a few weeks time.