Phobos mini pack v1

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Bonnebez
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Phobos mini pack v1

Post by Bonnebez »

I dont know how much of my free time i will still spend modeling, and so i decided to release what i already have in a mini pack:

http://serge.billault.pagesperso-orange ... ack_v1.pk3

which contain some models, textures, a shotgun, and the .gmax scenes associated with what is shown below. In order to avoid names collisions of resources belonging to a different version of a pack, or resources from another pack i used the prefix <packname>_pack_<version>_<resource name> for the content of the pk3.

Image

In fact i have trouble deciding what to model next, which is mostly the reason i'm going to slow down, unless someone ask me to model for him, which i will gladly accept, at the condition that it is not a character.
spirit_
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Re: Phobos mini pack v1

Post by spirit_ »

Cool stuff. Couldn't find a readme in the pk3, so which license is this released under?
[url=http://maps.rcmd.org]my FPS maps[/url]
obsidian
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Re: Phobos mini pack v1

Post by obsidian »

I assume this
[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]
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

Yes, it' as free as the air we breath. I will add a note to other releases in the future.
spirit_
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Re: Phobos mini pack v1

Post by spirit_ »

That's even better, thanks!
[url=http://maps.rcmd.org]my FPS maps[/url]
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I have been requested to add at least something for corridors and i started the thing that will either expand phobos_pack_v1 (since it's an addition, not a modification) or will make it to a phobos_pack_v2 if i make new versions of some of the models of the v1, so that any modification does not alter existing maps.

The block behind the pilars is there only for reference. Sizes are aligned on 8 grid units.

Image
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I finally splited the model into 3 parts that let you control the spacing between pillars, cables and the jacks. So you can put any combination that suit you. The drawback is that you have to put more model entities.

The pack have been updated: http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I use this lunch break to land a little note regarding models placement: use prefabs to store complex groups of assets, use view filters to hide model entities while working on brushes.

The next weekend will be dedicated to elevators and fences unless i get a specific request from a friend or someone else again.
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Eraser
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Re: Phobos mini pack v1

Post by Eraser »

Thats looking pretty slick. I like it.
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I complete the pack with a few more additions before attacking elevators:

- Plinths: they complete the ones attached to the pillars of the previous update and let you put plinths corners (exterior/interior) as well.

- Fences: 4 parts let you fully customise the fences, but because it can be tedious i also provided 3 premade groups for those who prefer to put full chunks with corners and extremities. They dont however represent all the combinations you can make.

Plinths:
. 1 non curved plinth of 128 units
. 1 curved plinth (interior) radius 24 units
. 1 curved plinth (exterior) radius 24 units

Fences:
. 1 horizontal bar (128 units)
. 1 small horizontal bar (64 units)
. 1 corner (8 units)
. 1 extremity (8 units)
. 1 grp (small bar + corner + extremities)
. 1 grp (bar + corner + extremities)
. 1 grp (corner + extremities)

As always the pack can be picked up here: http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I added the same set of fences but with half the diameter. I will add more sets of fences as the needs arise, like curved one ones for rounded gateways etc.


Because i easely get distracted i made a door frame. We should be able to make its width customisable by spliting it into 3 parts (2 extremeties and a random number of chunks in the middle).

http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image


--------------------
Quake 3 models limitation is going to be troublesome for the elevator if i want to come up with a single entity. I might fallback to a lower polycount if i dont want to force user to put more than one entity for lifts, quake 3 being the old game that it is.

--------------------
I am almost finished with the mobile part of the first type of elevator. As always the .gmax files will be provided so that if something sucks (as it usually does), you can modify it to your tastes.

Image
phantazm11
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Re: Phobos mini pack v1

Post by phantazm11 »

That door is really cool. It fits really well with those wall sections.
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Theftbot
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Re: Phobos mini pack v1

Post by Theftbot »

IMO the door frame would look better as grey/silver to give it definition.
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

Agreed. I will do it one day or another.
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

I could not add the safety handles for the elevator because it nearly reaches the maximum number of vertices that the old QRadiant accept for models. But if someone find a way to modify the model so that with the handles it fully fit in the a level without making q3 cry i will be more than happy to add the modified model and the name of the guy in the pack.

http://serge.billault.pagesperso-orange ... ack_v1.pk3

Image
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seremtan
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Re: Phobos mini pack v1

Post by seremtan »

shame that elevator can't be tied to a func_train or func_plat a la HL2

nice models though, very UT3
fKd
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Re: Phobos mini pack v1

Post by fKd »

ut3? i was thinking more like doom3. but yeah, some interesting stuff being made. keep em coming
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

At seremtam: Dont be ashamed. I will help you with this post of Obsidian. It worked for me, it will work for you: http://www.quake3world.com/forum/viewto ... 10&t=44597 (I used ZeroRadiant and the target/target name combination for the test) I will include my test map in the pack if people need to see in order to believe.

In enemy territory you can even mount a weapon on mobile objects by setting manually an (back then) undocumented flag.
obsidian
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Re: Phobos mini pack v1

Post by obsidian »

seremtan wrote:shame that elevator can't be tied to a func_train or func_plat a la HL2
You can, actually. It's just a little tricky because the model won't show up visually in Radiant but is only referenced by the model2 key/value pair. This means you have to manually figure out the proper angles to make sure it's oriented in the right direction. Also because the model is dynamic (not compiled into the .bsp), it will only take MD3 files, no ASE or other formats. It's also a good idea to write a shader for this to make the vertex colours dynamic so that it lights differently between up and down positions.

In the linked post above, the description talks about targeting a model with target/targetname. This WON'T work with func_plat or func_door entities because they are expecting an optional trigger to activate them remotely.
[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]
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

Actually it worked: http://serge.billault.pagesperso-orange ... xemple.pk3. To see is to believe.

I included the .map (was done under ZeroRadiant so i dont know what i gives if opened with old QRad) and re-uploaded elevator_exemple.pk3

-------------

The next weekend will be dedicated to ...crates: http://www.youtube.com/watch?v=TJR8BdJvNYg
obsidian
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Re: Phobos mini pack v1

Post by obsidian »

Ah, I see. You had to use an extra trigger_multiple to trigger the func_plat. Nice one.

With most other func_entities (except func_door and func_plat) it works natively without any extra triggers. The model just targets the entity.

misc_model ---> func_rotating

func_door and func_plat are usually expecting a trigger, so just targeting a model to these won't normally work.

target_multiple ---> func_door

So you do this:

target_multiple ---> func_door <--- misc_model
[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]
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Eraser
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Re: Phobos mini pack v1

Post by Eraser »

The fences seem like overkill, as that can easily be done using patches. But other than that, all the stuff looks pretty cool.
Noruen
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Re: Phobos mini pack v1

Post by Noruen »

The only thing I dislike are textures - they're too flat.
Bonnebez
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Re: Phobos mini pack v1

Post by Bonnebez »

A friend of mine did sucessfully commit suicide trying the elevator exemple, so i re-uploaded a version where the elevator is fully cliped, and the trigger correctly placed so that you get a chance to ascend, along with the .map:
http://serge.billault.pagesperso-orange ... xemple.pk3

------------

Flat textures: everyone thought of that from the start. You're too shy.
fKd
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Re: Phobos mini pack v1

Post by fKd »

where are you from, just curious...
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