Heyho,
since a lot of testing is going on here atm, could you pls test this map as well? It's my judging version from the maverick competition.
Blicethdral Beta
Name comes from: Ice Cathedral + Bliccer.
Thanks already =)
Already some questions before you look at it:
- How to get rid of the black spots on the model?
- Where the snow meets the floor I wanted to use a terrain blending. It just didn't work. I used triangles, placed percentaged textures on every meeting point, but what I get is not a fade from 0 -100% but 100% everywhere.
Blicethdral - Beta
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- Posts: 64
- Joined: Thu Jun 11, 2009 5:49 am
Re: Blicethdral - Beta
There's a solution in this post (the jizz of it: use q3map_lightmapSampleOffset on your ice shader!) if you were using ASE models but personally, I would clean up and optimize the model and change the texture so it looks better.Bliccer wrote:- How to get rid of the black spots on the model?
Have you set up your dotproduct2 shader correctly? Sock has an article on it on his site here.Bliccer wrote:- Where the snow meets the floor I wanted to use a terrain blending. It just didn't work. I used triangles, placed percentaged textures on every meeting point, but what I get is not a fade from 0 -100% but 100% everywhere.
Re: Blicethdral - Beta
q3map_SplotchFix
I've used that a few times for similar problems.
I like the map by the way. I hope you continue to develop it further, it's good now, but could be really top notch with a little more time now after the competition. Some excellent detailing. Spent alot of time looking around enjoying what you have made. Wondered if maybe you could drop the texture scale down?
I've used that a few times for similar problems.
I like the map by the way. I hope you continue to develop it further, it's good now, but could be really top notch with a little more time now after the competition. Some excellent detailing. Spent alot of time looking around enjoying what you have made. Wondered if maybe you could drop the texture scale down?
Re: Blicethdral - Beta
Wuhaha, now I'm getting goosebumps running down my backdONKEY wrote:q3map_SplotchFix
I've used that a few times for similar problems.
I like the map by the way. I hope you continue to develop it further, it's good now, but could be really top notch with a little more time now after the competition. Some excellent detailing. Spent alot of time looking around enjoying what you have made. Wondered if maybe you could drop the texture scale down?

Thanks!
Which texture scale are you refering to? The big stone wall texture? Maybe I can decrease it one stone row, but actually it feels pretty good, seeing it ingame. I want those biggies.
I just put that splotchfix in my header of the shader before the first stage?
I really want to continue it, but now after the comp I have to get into some other projects. But I still have some ideas for this piece. Especially for the long corridor at the bottom level between the main room and the side-hall. But I really have no idea what to put into the other hall between the RA and the LG hole, except one more archway. Hm...
Re: Blicethdral - Beta
that ice texture needs some work in general. does it have phong shading? maybe try out the reflection technique? id ask the resident shader pros about making a good ice shader.
tbh, i really dig everything, except the ice. the modeling does not come off at the same level of quality as the rest of the map. the play spaces are fun. the lg felt like a bit of a dead end when not dropping into it. (small nit pick)
well done tho mate. nice work.
*edit. Oops, missed the part about broken blending.
tbh, i really dig everything, except the ice. the modeling does not come off at the same level of quality as the rest of the map. the play spaces are fun. the lg felt like a bit of a dead end when not dropping into it. (small nit pick)
well done tho mate. nice work.
*edit. Oops, missed the part about broken blending.
Re: Blicethdral - Beta
Here are some Bugs I noticed:
http://sst13.net/pics/ice1.jpg
http://sst13.net/pics/ice2.jpg
http://sst13.net/pics/ice3.jpg
http://sst13.net/pics/ice4.jpg
http://sst13.net/pics/ice5.jpg
http://sst13.net/pics/ice6.jpg
http://sst13.net/pics/ice7.jpg
http://sst13.net/pics/ice8.jpg
http://sst13.net/pics/ice9.jpg
http://sst13.net/pics/ice10.jpg
http://sst13.net/pics/ice11.jpg
http://sst13.net/pics/ice12.jpg
http://sst13.net/pics/ice13.jpg
http://sst13.net/pics/ice14.jpg
http://sst13.net/pics/ice15.jpg
Inspired by Your map, I added some ice-shaders into my "shader generated rocks" sample map.
http://sst13.de/fun#shader-rocks (short description in german)
http://sst13.net/pics/ice1.jpg
http://sst13.net/pics/ice2.jpg
http://sst13.net/pics/ice3.jpg
http://sst13.net/pics/ice4.jpg
http://sst13.net/pics/ice5.jpg
http://sst13.net/pics/ice6.jpg
http://sst13.net/pics/ice7.jpg
http://sst13.net/pics/ice8.jpg
http://sst13.net/pics/ice9.jpg
http://sst13.net/pics/ice10.jpg
http://sst13.net/pics/ice11.jpg
http://sst13.net/pics/ice12.jpg
http://sst13.net/pics/ice13.jpg
http://sst13.net/pics/ice14.jpg
http://sst13.net/pics/ice15.jpg
Inspired by Your map, I added some ice-shaders into my "shader generated rocks" sample map.

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