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Map Jam 7 - Back To Base
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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Bloughsburgh (again) 
Yes, it seems like not that area I mentioned, but the other part of the map goes a little bit over those boundaries. Should the skybox also be inside those limits (I assume yes). 
NewHouse 
Just for ruling it out, confine everything so it is not going passed the boundaries. 
Bloughsburgh 
Unfortunately, it still didn't fixed issued with that one specific area* but I already started redoing it, so this time I'm trying to be more careful yet systematic.

Anyway ~ thanks for letting me know that important fact 
NewHouse 
dude try to load this map to J.A.C.K. and prez Alt + P to find problems in geometry and textures. Maybe it will help and save your time? 
Khreathor 
Thanks man~

Though I checked and there wasn't any errors, but that will be really helpful sooner or later.

I remade that area and time was not wasted, I'm sure about that* Sometimes it is just easier to remade than try to fix it. 
Skybox 
I know Quoth comes with a few skyboxes but can we supply our own as long as they are packaged with our individual submission?

In other news, I am going to participate in this jam either way! 
 
Yeah you can. 
Awesome 
Ah that's great, was really feeling some sort of late afternoon or evening setting for my map idea.

Thanks Skacky! 
#109 
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.

Thank you! It's not the right format, unfortunately, but it did get me going in the right direction. The quoth2.fgd available on your site has some conflicts with Daz's FGD for ericw's tools, but I was able to combine them by hand and use the copy included with TrenchBroom as a guide for getting the models working.

If anyone else wants to take a look, feel free: https://gist.github.com/ItEndsWithTens/200c881f2522af324767be1433c4391e

It's still very much in the early stages, and there are some Jack-specific issues I'll need to take up with Xaerox, but corrections and suggestions are welcome! 
Cool! 
Nice one Rob. Iirc, my ericw tools fgd doesn't have entries for the latest tool options ie phong shading and the radiosity lights, so you'll have to do that stuff by hand if you need to use them. 
About Lighting Techniques? 
Is there ways to make different kind of lighting other than just placing normal Lights everywhere on the map?
What is phong shading or radiosity lights? Is there way to light up some areas precisely and not just playing around with this normal/spotlights?

And if I give the Light target, some info_null somewhere, does the light value need to be very high to see actual spotlight? I haven't been able to get any results I see others are using. Is there some clear documents laying around somewhere I haven't realized before?

I earlier get that documentation about commands I can use to get some nice results about sunlight and so on. But the actual lighting in map, by using these entities, is there good examples of them somewhere? 
NewHouse 
You need to be using the ericW compilers to get all the fancy stuff, here is the website and details about how all the new stuff works : http://ericwa.github.io/tyrutils-ericw/

If you want example maps that use all this new stuff, it may be worth downloading map jam 6 as most of the map sources are included with the download and most use ericW tools. 
Lighting Docs.. 
Are some of these used for entities to get different lighting?

file:///D:/Games/Quake/Utils/tyrutils-ericw-v0.15.5-win64/doc/light.html 
DaZ 
Yes, that's the one I already have used for my maps in development. I was just asking is there something I can do on those light entities individually more than just giving color, light and spotlight target? 
DaZ (More) 
LIGHT.html seems to have introduced Light entity keys.. "_surface_spotlight" "n" 
Yeah 
The main entity keys you should experiment with are "wait" and "delay" you can get some really nice effects with combinations.

if you have a look at the source map for jam6_daz you can see I use light ents with delay and wait for subtle fill lights in most areas. Also there is a single light used as a texture light so all lava in the map emits light. 
NewHouse 
I found this light entity description. I hope it will help you understand how few things works: https://shoresofnis.wordpress.com/guides/lighting-basics/ 
 
This image that I've posted before may help a bit. You could make a similar map to play around with and get a feel for how the different settings look.

http://quaketastic.com/files/LightTest.jpg 
 
Yep necros's guide is a good resource.

I would avoid "_surface_spotlight", it's for a very niche use case (automatically creating spotlights on a given texture, which are lights with a cone-shaped illumination).

If you want to get some automation / spend less time manually placing lights, regular surface lights with the "_surface" key are a good choice, see the bottom screenshot on my page: http://ericwa.github.io/tyrutils-ericw/

Also the "-bounce" feature can be used as a substitute for manually placing fill lights. Check the first screenshot on my page, the "without bounce" screenshot is the basic map lighting which is very dark, and adding bounce brightens it up. 
Thank You All Very Much** 
Big thanks for everyone*

I haven't even touched delay options yet, it seems to be main key here. That LightTest shows really well results, I can assume getting.

I use -bounce and bouncescale is 0.025... I chose that amount for a different map which I wanted to have very dark areas - I wanted to focus on Light entities to give light the way I can be more in control how everything should look.. I want to make this map feel also the same way.. dark but clear.

I hope it's not bad thing that I personally prefer more Episode 4 look/feel when it comes to lighting. But I do want to be able to give some contrast, and not making lights make walls look too bright/white or whatever color I choose to use in different places. Hopefully those settings will make light blend in a larger areas and not making the surface of brushes too bright or anything. 
Now Using Delay "2" For Test Lights 
Delay "1" I Mean 
^^; 
 
Iirc, my ericw tools fgd doesn't have entries for the latest tool options ie phong shading and the radiosity lights, so you'll have to do that stuff by hand if you need to use them.

You did remember correctly, but no need to do it by hand, I've just updated the FGD to add the phong, bounce, and sun2 stuff (also lights' _project_texture key, which is fun to play with). A thousand pardons for changing some of the names you chose for the sunlight stuff, but with the new _sun2 keys it was starting to get a bit confusing. 
_project_texture 
I can't see this in the light documentation, what is it and what does it do? 
 
I'm not sure when it was added, but in 0.15.5 it's documented in the LIGHT docs, just at the end of the "Light Entity Keys" section.

_project_texture is a key on light entities that specifies a texture to cast from that light, like a projector. The texture must be in the BSP, so you'll need to apply the texture you want to use to some surface somewhere before it'll work properly. Couple it with _bounce and I imagine you'd be able to make some nice stained-glass effects.

There's also _project_mangle and _project_fov, which do just what they sound like in terms of customizing said projector light.

I'm having a bit of trouble using it, actually, at least the _fov stuff seems a little fiddly. Maybe I'm just dumb, or maybe I have something in my FGD defined incorrectly, I'm not sure. 
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