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Posted by ionous on 2016/07/22 09:36:32 |
The time has come once again.
The time to go forth and map, IDbase style. More specifically, Than�s APSP2, a loving ode to water, pipes and plumbers. Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set.
For this seventh of maps jams, the Quoth mod with be employed. Grab it here:
https://tomeofpreach.wordpress.com/quoth/
Any questions or comments, please post to this thread only.
Theme � Back to Base
Deadline � August 11th, 2016
Texture Wad - There are texture wads for this jam that include many theme related textures. It is not required to use these textures in your level, they are provided for inspiration and convenience only! Check this texture repository for more wads : https://www.quaddicted.com/files/wads/
Compile Tools - It is recommended that you use EricW's updated Quake compiler suite as they add much new functionality to lighting and visibility. It even has surface lighting!
Download EricW's tools : http://ericwa.github.io/tyrutils-ericw/
Download worldcraft / Jackhammer fgd for these tools> : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd
Engine:
Quakespasm / Fitzquake. The usual suspects.
Theme reference images:
http://www.quaketastic.com/files/Jam7/jam7_boilerfeedpump.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtower.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtowerinside.jpg
http://www.quaketastic.com/files/Jam7/jam7_filtration.jpeg
http://www.quaketastic.com/files/Jam7/jam7_refinery.jpeg
Download the Map Jam 7 zip:
http://www.quaketastic.com/files/Jam7/Map%20Jam%207.zip
Please post WIP shots of your maps. There�s nothing like a few constructive words to fuel one�s inspiration.
Lastly, a list of mappers streaming their mapping skills:
http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)
If you want to be added to the stream list, just post below.
Thanks to Daz making the introduction video (which shall be forthcoming). |
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#92 posted by Zwiffle on 2016/07/30 20:57:09
It opened fine for me in Jack 1.1, could it just be a version issue?
Ah Yes...
#93 posted by Qmaster on 2016/07/30 21:38:13
Now I remember why I stopped working on this base map o' mine. So. many. compile issues! It's like I need a .map utility to auto align vertices to nearest grid unit based on threshold value...and then of course verify that its still a valid brush and oh hey presto! turn it into tetragons...ba-bam! Now that would be nice.
Anyhow, off to rebuild offending angular brushwork. What lunatic put all these detailed hallways at 60 degree angles!?! Oh ya me.
Dworzo
#94 posted by ionous on 2016/07/30 21:41:35
Just checked through the map. A few things you want to think about.
1. You have a lot of pillars that have the same texture as the wall. Try finding a different texture for the pillars.
2. The number of monsters seems to dwarf the amount of health and ammo. I would seal up the map, and try to play it through yourself. Is it too hard? Do you need to add more items? It's hard to exactly tell from the map file; you have to play through it yourself.
3. You have to place light entities in your map. Play around with different styles, find out what works the best for you.
4. I would put some of the monsters on paths, using path_corners. It randomized play slightly, and it helps to make the monsters seem active rather than just stationary bullet sponges.
Good luck.
Qmaster
#95 posted by ericw on 2016/07/30 22:06:33
It's like I need a .map utility to auto align vertices to nearest grid unit based on threshold value...and then of course verify that its still a valid brush and oh hey presto! turn it into tetragons...ba-bam!
TrenchBroom 2 has that command pretty much.. Edit->Snap Vertices to Grid.
Cathartic Rocks
#96 posted by Danrul on 2016/07/31 05:27:06
http://i.imgur.com/Mzl1IkE.jpg
http://i.imgur.com/jvIXbMO.jpg
There's a lot of level hidden in the walls and behind the dam, so don't take the greybox for a lack of progress.
Rocks are really a lot of fun to work on, really relaxing to start carving out what you want.
skacky: I know from twitter/IRC that pic is all set on 45' :O You're a nutter and I dont know how you do it.
Zwiffle: That's looking really cool man! The 2nd 7/28 shot really appeals to me, love the industrial rail/underpass vibes.
ionous: Lots of detail, really keen to see how nice your map is gonna look with lighting.
Keep up the good work guys. There's still plenty of time so don't sweat it, just keep plugging away.
Dan
#97 posted by volunteer on 2016/07/31 05:56:06
these rocks are sexy!
#98 posted by Danrul on 2016/07/31 10:00:54
Volunteer: Thanks man! Appreciate the positive feedback as this is my first serious Q1SP endeavour.
~ ~ ~ ~
http://i.imgur.com/vFQSGcd.jpg
Texturing and detailing has begun. This took some time, and is probably one of the more fiddly items, but I'm really pleased with how it has turned out.
Keep It Going, Guys!
#99 posted by flatHead on 2016/07/31 15:05:54
So far I've mostly been enjoying myself slapping brushes together in TrenchBroom; no complete layout/flow in mind yet. I'm hoping it'll come together in the following days. This will be my first serious attempt at a Quake map since the nineties.
http://i.imgur.com/EMMkgBZ.png
http://i.imgur.com/bh4XHTp.png
Really Glad To See Many New Faces!
#101 posted by skacky on 2016/07/31 16:49:52
#102 posted by Rick on 2016/07/31 17:11:07
Skacky,
Wow, that's impressive.
The tower near the center in this old screenshot is rotated on a 2:3 slope and everything is on grid, but it's not nearly as complicated as a satellite dish and it still took me the better part of two mornings to get it right.
http://quaketastic.com/files/screen_shots/wish13_o.jpg
Got A Late Start
But a start nonetheless! Had the itch to make a Quake map, and with a pipes/plumbers theme I can't possibly resist this jam.
Two quick questions before I continue:
1.) Is there a J.A.C.K. version of the Quoth 2.2 FGD available anywhere? The included one works just fine, but doesn't have the models configured or (I think) the bounding boxes. There's a Jackhammer version from some years ago, but it's not for Quoth 2.2 and is missing a bunch of entities. I can work without it, don't get me wrong, I just want to make sure I'm not missing a file somewhere.
2.) Is it expected that players will by default be able to select the plasma gun? Or at least that they'll know they need to bind a key to "impulse 250"? I haven't played many Quoth maps, and my installation was using the Scourge of Armagon binds until I changed them. 9 and 0 were impulse 225 and 226, respectively. Can I safely use the plasma gun in my map and expect that people will know how to switch to it?
As for my progress, there hasn't been much. I hadn't realized there's a beta version of OBJ2MAP that supports UV coordinate conversion, available at http://www.celephais.net/board/view_thread.php?id=61207 in post #66. I also didn't realize the source code was available, and lost a few days trying to write my own version, only to hit a brick wall when it came to understanding the .map UV coordinate system. Affine texture mapping, or what have you? I'm in over my head. Incidentally, if anyone needs a Stanford PLY to MAP converter, I have the beginnings of a codebase. :)
Anyway, once I found the newer OBJ2MAP (and made a tiny tweak to the code to get Blender's flipped V coordinates working), I came up with a quick test map:
https://twitter.com/ItEndsWithTens/status/759780657732222976
Dragged out a spline, bent and twisted it a bit, and even played around with some photogrammetry stuff I'd been poking at for the past few months. No guarantee any of it will make its way to a finished map, but goddamn it's fun. Hopefully things will flow now that the gears are greased.
If we're being honest, everybody's screenshots so far are more inspiring than I thought I'd ever see from base-themed maps, keep it up! Skacky, you are a madman. I love it.
#103 OBJ-2-MAP
#104 posted by khreathor on 2016/07/31 19:08:24
ItEndsWithTens Do you work on a fork? I will release auto convexer soon and would like to add your fix too (as an option).
There is wip branch where you can find few smaller updates like MAP version toggle, progress info during MAP conversion etc.
Khreathor
No, no proper fork just yet; I really don't know what I'm doing, to be perfectly honest. I just cloned your bitbucket repository and checked out the wip branch to play around and see if I could figure out the problem.
Unfortunately, as just barely shown by the second screenshot in the tweet I linked (see the bottom of the pipe, the dark trim with the rivets is stretched more than it should be), my "fix" isn't really a fix, more of a brute force workaround that doesn't solve the problem a hundred percent.
My changes were miniscule: in MAPCreation.cs, in TexCoordsForFace just after var V = verts; and var T = uvs; are defined, I added this:
foreach (var t in T)
{
��if (t.V > 0.0)
����t.V = -t.V;
}
It's naive, to say the least, and apparently isn't the right solution, but worked around the issue well enough for most of what I was doing. I think someone with some actual 3D graphics experience under their belt would need to dig into the problem before you incorporate any changes into your code.
I can put together a package of .obj files and textures for you to test with, if you'd like.
#106 posted by khreathor on 2016/07/31 20:05:13
Yes please, but I doubt I will fix it before Jam's deadline.
Here you go: https://dl.dropboxusercontent.com/u/58846038/obj2map-uvtest-itendswithtens.zip
More detailed info is in the included readme, and the zip includes all source files and exported results.
Don't worry about the deadline, I'm in no rush to get anything fixed for my project; if I use any of this stuff it'll be in very limited capacity.
Thanks for taking a look!
Great Work Guys
#108 posted by ionous on 2016/07/31 22:10:33
Nice to see even more people jumping aboard the jam. Keep at it.
I myself shall be mapping again in about an hour.
https://www.twitch.tv/ionous
FGD
#109 posted by Preach on 2016/08/01 00:36:32
1.) Is there a J.A.C.K. version of the Quoth 2.2 FGD available anywhere? The included one works just fine, but doesn't have the models configured or (I think) the bounding boxes. There's a Jackhammer version from some years ago, but it's not for Quoth 2.2 and is missing a bunch of entities. I can work without it, don't get me wrong, I just want to make sure I'm not missing a file somewhere.
There's a fgd with models packaged with TrenchBroom, might want to try and and see if it's also compatible with J.A.C.K.
Piggybacking On The 'one Room' Today Deal
#111 posted by ionous on 2016/08/01 02:45:32
That Is One Sexy Turbine.
#112 posted by flatHead on 2016/08/01 07:59:23
All Great!
#113 posted by mjb on 2016/08/01 13:51:30
This will be one heck of a jam! Great to see so many people participate.
I was dinking around with some brushes, I am not sure if I can make the deadline however. :O
Headeache & Shoulder Pain + Map Freezes At Some Parts
#114 posted by NewHouse on 2016/08/01 18:03:16
Doing great!
Except I have to redo 50% of the map again. There is some weird issues with one door and one big main hall area, and haven't been able to find the problem in map's geometry/brushes - so it's better to make everything from the very beginning. At least there is over 1 week still jamming time left.
Here is something to look at, if interested:
https://drive.google.com/file/d/0BwxYkKdSD855TVJ6Z0w3Z0t0SVE/view
NewHouse
#115 posted by mjb on 2016/08/01 18:14:49
Just a thought,
is that crashing area outside or close to the boundary limits? (-4096, 4096)
Looks good so far in any case!
Bloughsburgh
#116 posted by NewHouse on 2016/08/01 18:24:42
Yeah it was first*
I moved it so far from that negative position as possible and then it started working.. but even though I moved it that it doesn't freeze immediately, now it only freezes.. later when I move near the corner(maybe) but 100% at the time when shooting near the Main Hall door, it suddenly freezes when "the right" moment seems to match or something. I really don't know how it exactly triggers. First I thought it had to do something wierd complex floor geometry.. I simplyfied it as much I could, to look like the other areas I made earlier.. but it was already in good shape in my opinion.
But it is not really big deal making a same idea again* every time I recreate some of my ideas in this map, I have better sense of space required for movement/action that is going to happen. I want to make it feel better anyway* dealing with large scales really push me to look space more carefully.
It is wierd that area that had the most amount of little geometry worked flawlessly when testing earlier, and then the larger scale "very empty" space is giving me this much hard time.
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