Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: Devlar on 2004-02-22, 04:02



Title: W.I.P. Thread (Post pictures of your WIP maps)
Post by: Devlar on 2004-02-22, 04:02
Something I'm cooking up in the 2 minutes of spare time i have a week, its about 65% done
(http://nataku.servehttp.com/devlar/shot0008.jpg)
(http://nataku.servehttp.com/devlar/shot0009.jpg)
(http://nataku.servehttp.com/devlar/shot0010.jpg)
(http://nataku.servehttp.com/devlar/shot0011.jpg)
(http://nataku.servehttp.com/devlar/shot0012.jpg)

If anyone knows how to fix the shader error, in the first picture it would be appreciated


Title: Re: W.I.P. Thread
Post by: Phoenix on 2004-02-22, 08:12
I like what I see so far.  As for the shader error, I'm not sure what exactly we're looking for here.  Everything looks good to me.  Can you highlight it?


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-02-22, 08:24
Well the first shader error was the blurriness which i fixed but there is another one that was still there during the bluriness, if you see the white lines that go around the walls from far away they turn into dotted lines instead of remaining straight white lines


Title: Re: W.I.P. Thread
Post by: Tekhead on 2004-02-22, 08:33
try cranking up antialiasing and all that good stuff.


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-02-22, 09:50
I'm running everything on max


Title: Re: W.I.P. Thread
Post by: ReBoOt on 2004-02-22, 12:31
looks very nice devlar!!! why don't you post that shader so we can have a look at it? and please take a close up shot on that "bug"


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-02-22, 22:01
(http://nataku.servehttp.com/devlar/error2.jpg)

Notice the jaggedness  of the horizontal lines??

textures/devcanyon_sfx/jailyell2
{
        qer_editorimage textures/devcanyon_sfx/jailyel2.tga
        q3map_lightimage textures/devcanyon_sfx/jailyel2.tga
        surfaceparm nodlight
        surfaceparm nolightmap
        surfaceparm nomarks
        q3map_lightsubdivide 32
        q3map_surfacelight 900
     nomipmaps
        {
                map textures/devcanyon_sfx/jailyel2.tga
                rgbGen identity
        }
        {
                map textures/devcanyon_sfx/jailyel_glow2.tga
                blendfunc add
                rgbGen wave sin 0.1 0.5 0 1
        }
}


Title: Re: W.I.P. Thread
Post by: ReBoOt on 2004-02-22, 22:44
ok that shader has lights but no light map stage
      {
      map $lightmap
      rgbGen identity
   }

you might have to add a blendFunc too.

eg.

   {
      map $lightmap
      blendfunc gl_dst_color gl_zero
      rgbGen identity
   }

Im not that good at writing shaders but try to ask pho, tabun or angst


Title: Re: W.I.P. Thread
Post by: Angst on 2004-02-22, 23:21
I see a 640x480 image that appears just fine, albiet lacking detail due to resolution decrease. If you could highlight a portion of the image instead of saying "Notice the jaggedness of the horizontal lines??" I THINK I know what you're talking about, and if it is what I'm thinking, that's a by-product of bilinear filtering, trilinear fixes a little bit, but lines blurring together in the distance is reasonably unavoidable.. IF that's the problem you're having.


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-02-23, 00:40
(http://nataku.servehttp.com/devlar/error3.jpg)

Hopefully this is more clear


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-03-09, 01:56
Finished another room, only 3 more left

Only problem is I have to make a green pillar for this room, kind of like the Tabpillar except larger and green, and I'm really not sure how


Title: Re: W.I.P. Thread
Post by: Phoenix on 2004-03-09, 08:23
Looking really nice so far!  As for that shader problem, let me know once you have a public beta ready and I'll tinker with it and see if I can figure anything out.


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-09, 09:44
Wow Dev, thats lookin great.
If you find out about those green pillar's, gimme a nod, cos I think im going to need a few for Grosse. ;)


Title: Re: W.I.P. Thread
Post by: Angst on 2004-03-09, 17:45
I THINK I see what the problem is with the lines, I don't think it's a shader, I think it's the angle you're looking at it from. Similar to a z-buffer error, the white lines are just BARELY visible from that angle. Trilinear filtering MIGHT help some, but I really think it has to do with resolution/angle.


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-13, 01:19
Ok, Grosse (Doom 2 Map 32) is In progress.
I started it, scrapped it, started it, edited most of it and then got quite frustrated with a few things (damn Radiant  :angry: )

Heres the Start room ala Me :) :


Title: Re: W.I.P. Thread
Post by: Phoenix on 2004-03-13, 03:02
That looks a bit big, even for Grosse.  Are we going to get Wolf-ish wall textures later on? :)


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-13, 10:36
The picture is decieving, it isnt really that big :)

And I tried wolf textures, but it just got boring, fast. So I'm remixing it with a Base theme.
The pillars in the main room are lookin smooth :)
Ive decided to only allow 2 of the pillars to open (Unlike in Doom where 4 did).
The MH and BFG inside will both have a respawn time of ~30 and the pillars take about 7.5 seconds to open fully. So I dont think the problem of camping will come up. We'll have to see though :D

EDIT: Plus its a pretty open map, so I dont think someone will be able to stealthily camp the items for too long.


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-13, 12:00
Ok, updated the first room. Have a ganders :D

I'll start on the main room asap.


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-03-13, 18:20
That's looking pretty shinny there Daedalus


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-13, 18:40
Im trying my best to use as many standard textures as possible. So far the only nonstandard ones ive used are the door and the sides of the door.
I think I can get away with that :)


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-03-13, 18:57
Just as a little suggestion, you have something that is fairly geometrically simple to work with as a canvas, since Gross was a fairly simplstic map, I would say go hogwild on the geometry, put as much detail in it as you can (even though you appear to be doing so). Rely less on texturing and more on geometry


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-13, 19:29
Im way ahead of you, my first try at the start room I showed to Tabun, and he said the same thing, so I redid it but with more geometry and architecture.
The first edition of the start room was just 7 wall brushes, a floor and a ceiling.

What you cant see on that screenshot is theres a few monitors and a long sweeping shelf across the back wall. So Im trying :)
Plus the mainroom is looking pretty good (Imo anyways)


Title: Re: W.I.P. Thread
Post by: games keeper on 2004-03-16, 17:39
the darker the map , the nicer the weapon effects are ;)


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-27, 12:02
Okidoke, Grosse update
Ive got the big room fleshed out, and i've started detailing it.
What you cant see on this screenshot is a giant "DooM" shaped gap in the ceiling near the 2 pillars.
As you can see, I also added a bit of vertical in there :)
Blasphemy? :D


Title: Re: W.I.P. Thread
Post by: ConfusedUs on 2004-03-27, 13:44
That's so washed out it's almost impossible to make out any detail at all


Title: Re: W.I.P. Thread
Post by: ReBoOt on 2004-03-27, 20:51
Hard to judge with only one screenshot.. but it seems nice. however i do believe you should change that concrete texture to something else..concrete will do fine as details but it really shouldnt be the main texture theme.


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-03-27, 23:48
I'm assuming the map is fullbright at the moment, and there isn't some massive light source creating this, you need to start thinking of how to light up this large room, since invisible light fixtures are bad


Title: Re: W.I.P. Thread
Post by: Phoenix on 2004-03-28, 01:09
It looks godawful at the moment, especially with the washout.  I certainly don't like the whole sunken floor with the ramp.  Very untrue to the original.   :(  


Title: Re: W.I.P. Thread
Post by: Daedalus on 2004-03-28, 11:12
Bah Pho, Its supposed to be a remix. Im sure if it was entirely true to the original, the gameplay would be so slow and drab, it would kill the map.   O_o

The fullbright washout will change, its just there so I can actually see things and not stumble about in the dark.

Reboot, yeah I agree. I'll see If i can find something that fits better  ^_^


Title: Re: W.I.P. Thread
Post by: Phoenix on 2004-03-29, 04:46
I've never really been fond of remixes.  I prefer remakes that are as true to the original as possible.  If it weren't a legal issue I'd love to be able to do flat conversions with just a retexturing job.  Call me a nitpicky purist in that respect.    :)~


Title: Re: W.I.P. Thread
Post by: ROADKILL on 2004-04-04, 01:46
Quote from: Devlar
Finished another room, only 3 more left

Only problem is I have to make a green pillar for this room, kind of like the Tabpillar except larger and green, and I'm really not sure how
if you want any custom models made for your maps let me know.


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-04-04, 20:18
I'll have to learn how to model one of these days (actually the modeling part is easy its the texturing that i can't do) since almost all new games use meshes not brushes. Brush work is dying...

Since you are offering, here's one I could use


Title: Re: W.I.P. Thread
Post by: Angst on 2004-04-04, 23:30
O.o, problems dev? you've got posts all over the place :P


Title: Re: W.I.P. Thread
Post by: Tabun on 2004-04-04, 23:57
That wouldn't be too hard to model, so if you can't find anyone who'll do it, I'll gladly whip it up.


Title: Re: W.I.P. Thread
Post by: ROADKILL on 2004-04-05, 05:01
Quote from: Devlar
I'll have to learn how to model one of these days (actually the modeling part is easy its the texturing that i can't do) since almost all new games use meshes not brushes. Brush work is dying...

Since you are offering, here's one I could use
would be cool to light the white rings also.
any type of spindle shape can be made with lathe fast.


Title: Re: W.I.P. Thread
Post by: ReBoOt on 2004-04-05, 07:50
Doing brushes and modelling is almost the same thing, the diffrence is that it's much easier to create forms using a modelling program such as 3dsmax for an eg. but as you said doing skinmaps is indeed quite difficult. btw if you wonder you can do q3maps using 3dsmax.. q3map2 and GTKradiant supports various model formats. it's a bit trixy to specify the shader paths. never tried it but im about to start creating a map in max.


Title: Re: W.I.P. Thread
Post by: games keeper on 2004-04-05, 07:52
:offtopic:  still waiting on a map from you roadkill  :offtopic:


Title: Re: W.I.P. Thread
Post by: Tabun on 2004-04-05, 11:37
It's easy to model, but it's tricky & harder to model the right way :]
Skinmapping is tough too, but not quite up there with organics modelling..

Example: It's easy to build up a map from brushes, do substractions and whatnot and have still have a pretty decent map, even considering drawing speed hits. It's much harder to stick to a poly budget :]

I'll whip a quick thingy up for that lamppost, in between the works, and you can tell me if it's right. Just something I played with, mind you, I'm aware (some of) you can handle the modelling just fine, just couldn't resist ;]

(http://www.planetquake.com/tabun/tmp/pre_mapobject_lamp.jpg)


Title: Re: W.I.P. Thread
Post by: ROADKILL on 2004-04-06, 02:48
Quote from: games keeper
:offtopic:  still waiting on a map from you roadkill  :offtopic:
what map is that.
I figured you guys weren't interested in anything I did.
i was going to model all of the pipes for sewer and release
it with better texture's
I'm pretty caught up with ut2004 mapping and modeling and
hl2 modeling right now.


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-04-06, 06:37
Quote from: ReBoOt
Doing brushes and modelling is almost the same thing, the diffrence is that it's much easier to create forms using a modelling program such as 3dsmax for an eg. but as you said doing skinmaps is indeed quite difficult. btw if you wonder you can do q3maps using 3dsmax.. q3map2 and GTKradiant supports various model formats. it's a bit trixy to specify the shader paths. never tried it but im about to start creating a map in max.
Well you can convert parts of your brushwork into ASE models which you can then import into a map.

The thing is you can do much more creative things when the whole map is made out of models, but yes, skinmapping is a horrid bitchgoddess. The thing is both the next generation engines, and the UT engine will all use preconstructed models as the basis for maps (Doom 3 more than Half Life 2). So we either learn it or we stop mapping fairly soon.

But don't create the entire map in Max, just make chunks and export them out, having one chunk is really not very useful

Quote
I'll whip a quick thingy up for that lamppost, in between the works, and you can tell me if it's right.
Very Nice


Title: Re: W.I.P. Thread
Post by: Phoenix on 2004-04-07, 03:41
I think a large part of the problem is that texture coordinate generation is abysmal in most programs like Max.  A very large part of the reasoning behind my sticking with Q2M for mesh generation is that I have complete control over skinmap generation and I can tailor the skinmap to be as friendly as possible to the skinner while minimizing distortion and seaming as much as I can.  Of course, the model's geometry also has much to do with that too.

Time constraints and learning curve have been the other part, since I could devote time to making models and writing code that I would otherwise use learning a program.  Eventually I'll have to learn more about how to use Max and the like, but I don't think I could have done a tenth as well making texturemaps in Max.


Title: Re: W.I.P. Thread
Post by: Lilazzkicker on 2004-04-07, 04:19
My current monstrosity.....btw, i like these textures ive stumbled apon...though...

I give you Kibbles&Gibs

ALL LINKS DEAD


Title: Re: W.I.P. Thread
Post by: Phoenix on 2004-04-07, 04:31
[RANT]Screenshots look SO much better at FOV 90 and don't make my weapon models look like toothpics.[/RANT]  :shout:


Title: Re: W.I.P. Thread
Post by: Tekhead on 2004-04-07, 05:31
It looks like a neat start... but would it be possible if you made a 2nd level or some platforms to generate some vertical fighting? Horizontal, linear fighting gets to be pretty dull after a while.


Title: Re: W.I.P. Thread
Post by: Tabun on 2004-04-07, 06:48
I know you love Q2M Pho, and I'm aware of the fact that sticking with what you know usually saves time (on the short run, in any case). I have seen abhorrent ways of unwrapping, back in the Max 3 R2 days, and the first thing I said when I heard about them is 'Is there no better way? Really?'. And, ofcourse, there was ;]

I do realize Q2M will have changed a bit since I last used it, but I have used it quite a bit back in the Q2 days. I can safely say that in comparing it with Max for ease and control in unwrapping, Max wins head on. I think this came up a while back, when we were discussing some flipped triangles that were hard to detect until the skinning phase.. I think it was around then that I wrote the tutorial that I am now reminded off again. So here goes, for those of you wanting to know why I am (for some odd reason) one of the few on this planet that doesn't dislike or have much difficulty with unwrapping..

http://www.planetquake.com/tabun/unwrapmax (http://www.planetquake.com/tabun/unwrapmax)

---

And on Lilazz's map: Looking nice so far!
In regards to Tekhead's points: perhaps even a 'gravity' trap? ;]


Title: Re: W.I.P. Thread
Post by: Lilazzkicker on 2004-04-08, 01:27
Mumble cough, who cares on the textures atm, i finally finished caulking it and i did this in about 2+hrs

 ALL LINKS DEAD


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-04-08, 02:48
Its looking quite nice there Kicker of little ass, what is inside the glass in the center of the ceiling?

although if I may make a suggestion, learn to caulk before texturing not after it will save you r_speed greef (not that you have any 4000 is fine) later on


Title: Re: W.I.P. Thread
Post by: Lilazzkicker on 2004-04-08, 04:17
Yea, Ive been doing all those detail brushes in caulk first then texturing them, really quiet a pain all in all, taking the most amount of time, though, biggest problem are the lasers, im going to have to make them triggered i think.


Title: Re: W.I.P. Thread
Post by: ReBoOt on 2004-04-08, 18:49
Looks very nice lil! :thumb:


Title: Re: W.I.P. Thread
Post by: Tekhead on 2004-04-08, 18:55
Holy shit! That's a serious visual improvement!  :thumb:


Title: Re: W.I.P. Thread
Post by: games keeper on 2004-04-11, 02:23
im woking on final doom plutonia map 30 deathmatch for gen , ( not that it will ever be released since im a bad mapper , if anyone with final doom wnts to see the original ,load up map 30 from plutonia , type in the cheat to go trough walls + the 1 to see the complete map and walk straight forward trough the map till you come to deathmatch part of the map .

a couple of things I should note about this map , there is no health on it ( exept bezerkers packets ) there is no armor on the map , exept for a megasphere ( I will change this for a lost soul )

there isnt any armor around , but I will include a red armor somewhere near a chaingun far away from the rocketlauncher making skippys run from 1 part of the map to the other .

there is a bfg on the map , but i will limit the ammo for earth to 5 or 10 shots since the map is a a bit small for a bfg , ( the doom and strogg will have ammo for 1 shot since there isnt any ammo on the map )


Title: Re: W.I.P. Thread
Post by: Devlar on 2004-04-12, 19:22
Games don't call yourself a bad mapper, everyone has a learning curve, the thing you have to do is put as much detail into it as possible (yes, spork R_speeds), don't be afraid to waste a few months on a map since it makes for a better product and learn as you go, also don't be afraid to ask questions and search for how tos

Mapping is ultimately really easy, it just requires a large time investment, so work on it, and if you need any help I'd be glad to provide you with some