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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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@ericw / ItEndsWithTens 
better projection screenshot:
http://triptohell.info/moodles/junk/fte-20150311190731-0.jpg

(sidenote: it only really works in that scene because of the increased lightmap res, it'd be too blurry otherwise. lmscale 4 iirc.)

automatic projection would probably be a mis-feature, unless the angle of the projection is according to the position of the sun rather than the orientation of the texture, or something. I dunno. either way it would get messy. 
@NewHouse 
firstly, I can't say I've really looked much at quoth specifically, so take what I say with a pinch of salt.

if the player ever gets stuck in a solid (which can actually happen quite a lot thanks to floating point precision especially around angled surfaces) then the player is teleported back to a last-known-good position, as defined by their .oldorigin field.

unfortunately there's a number of mods that repurpose that field, thinking it unused because the qc doesn't normally write to it. that's fine for non-players but baaad on players.
(sidenote: quakeworld engines attempt some jittering rather than rewinding.) 
Spike 
Yes, this never happened to me while using AD mod. So it has to do something with Quoth mod or something.

https://drive.google.com/file/d/0BwxYkKdSD855Z1hnT2JTcWU1VWs/view?usp=sharing

I was like normally shooting inside in almost perfect cube and this happened. 
Or Maybe~ 
Maybe I should try to update quakespasm* 
Looks Like Something Has Messed Up 
you may have some funky geometry.

throw the map into jack / jackhammer and do the check for problems thing, also check the compiler output for errors / warnings. 
ItEndsWithTens 
Thanks so much for your contribution to a more complete FGD file!

Very helpful and love to see even a model for the waterfall haha. 
It's That Time Again 
Thanks, But There Is Something Else.. 
I have looked up in Jack using that Alt + P and it only shows invalid texture issues because I don't use Jack so there is no definitions for them. I use Jack only for complex shapes what I can't do in TB2.

I work in TB2 because it's for me a lot faster, and after knowing how it actually wants to work, there is not going to be any problems with it to be honest.

Because I have no idea what to do, or fix in this map, I really would appreciate if someone more wiser could point out what I'm doing wrong?
Here is remade area of my jam map that caused even earlier same kind of problems. Zip includes map and wads I used:
https://drive.google.com/file/d/0BwxYkKdSD855SzhUelBNMlRJOEU/view?usp=sharing

Compiler has no errors and everything goes flawlessly in that part. But only if I try to check Skip option also in ne_q1spCompilingGui103's UI, then compiler says something like this "---SKIP--- "my file location path for utils" is not recognized as an internal or external command. 
 
Your map has less than 500 brushes. Why are you screwing around with skip? It's totally unnecessary on a map that small. Just texture things normally. Also, move your model type entities off the floor, 8 units minimum. 
Rick 
I start using skip even though it might look stupid, eventually I don't want to map be unoptimized at the end. After Jam I'm going to continue and polish map anyway.

But entities need to be higher off the ground, really? 
 
You can build a 5000 brush map without skip and it can still be polished.

The error message is probably because skip is an external utility program and you either don't have it or it's in the wrong folder.

It's probably better to focus on the basics at first.

Placing entities flush against any brush surface is just asking for trouble. Leave some space. The only things I'll place closer than 8 units are lights. 
Rick 
It's good to know it will run that much brushes I just blindly followed that example map in that jam zip "windows-test" something. And I also see sock using skip a lot in his maps, so I thought that is the professional way to make maps but how should I know - I'm not that familiar with this subject.

And indeed placing entities too near the brushes is caused me problems but I have always made sure to give just enough space what it requires - yes I know that quad damage power up is not shown etc.

Only thing what I care about is this wierd scenario.. another room behind that door has plasma gun soldiers and one bob. When I let them come through that door and keep moving and shooting them I eventually get stuck to floor and I haven't find the reason for that. Other than my map need more walls, because testing with just floor is causing the issue or something. 
Teleport Glitch 
unfortunately there's a number of mods that repurpose that field, thinking it unused because the qc doesn't normally write to it. that's fine for non-players but baaad on players.

Have taken a look, there's no place I can see where we use the oldorigin field on a player by design. Admittedly we do use it on quite a few non-player entities, but there would need to be some way that a function which is meant to be run on one of them is being run on the player instead by mistake. So I think the cause might be elsewhere.

NewHouse, can you e-mail me a copy of the map and I'll take a look, see if I can figure out what's causing this... 
Preach 
 
skip strikes me as a really pointless OCD thing to do in quake maps. drawing 99% of the brush faces in the area as opposed to 100% of the faces, ain't gonna make any measurable difference to anything, ever. 
Rick 
Isn't SKIP "deleted" by default in Tyrutils?

SKIP
Any surfaces assigned a texture name of skip will be compiled into the bsp as invisible surfaces. Solid surfaces will still be solid (e.g. the play can't walk or shoot through them) but they will not be drawn. Water, slime and lava surfaces can be made invisible using the texture names *waterskip, *slimeskip and *lavaskip respectively.
 
 
Maybe it does I don't know, but the error message reads like the compiling gui is looking for something external.

"---SKIP--- ... is not recognized as an internal or external command." 
Skip 
Is something I only use to simulate collision as func_walls.

Tried to compile. Got the error 'token too large on line 7'.

Tried a different method, compiling it externally using my normal batch file method. Compiled fine.

http://www.quaketastic.com/files/Jam7/jam7_nh.zip

My .bat command line:
qbsp -epsilon 0.001 jam7_nh
light -extra4 -soft 1 -addmin -gate 10 jam7_nh 
Another Case Cracked 
OK, here's the deal. Your three monsters which are causing the problem have a killtarget key, but with an empty value. The problem is that this isn't the same as not having a killtarget! In fact what's happening is when they die, they killtarget every entity which matches the targetname "". This is basically everything on the map, including the player entity. That's why you get stuck - you've been deleted.

This bug isn't specific to Quoth (although I can see a way to patch a mod to make it less susceptible to it). If you convert one of those monsters to a regular Quake monster and run the map in vanilla id1 the same error occurs. The easy fix is to delete the key from those entities. 
Rofflemuffins 
 
 
Bloughsburgh, you're welcome! Thank Sleepwalkr, though, I wouldn't have known there was a waterfall model if not for TrenchBroom's Quoth 2 FGD. Incidentally, his and Preach's have the Slime and Blood skin names reversed, I'll need to file an issue or make a pull request on the TB repo.

Regarding the SKIP texture, I haven't worked with Quake as much as Source, but my experience with this lineage of games and compilers has led me to feel that optimization is the proverbial bike shed of the brush engine world. It's easy to get carried away and be "penny wise, pound foolish" when it comes to stuff like skip, or mitered corners.

As I understand compile theory, for how little I admittedly do, skip/null/nodraw is mostly unnecessary. The majority of faces that need to be invisible are taken care of by the tools: anything touching the void automatically gets skip, as does any internal face (places where, after BSP chops are done, a world geometry face butts flush up against another world geometry face, or detail against detail). In a bygone era I believe the faces were actually discarded, and not stored in the output .bsp, but nowadays they keep the faces and just make them invisible.

Skip textures are only beneficial for faces the compiler thinks are potentially visible, but that you as a mapper know the player will never be able to see. There tend not to be many of these in an average map, and starting from nodraw brushes only to manually texture them later forces you to pay the price of the technique a hundred percent of the time, when it only helps you in maybe five, ten percent of them, if that. For crazy stuff like that owl model I posted earlier, or some sort of curvy, twisty pipes, there can be tiny cracks that players won't notice but compilers will, in which case the inside might be better off with skip. That's comparatively rare, though, and just slapping a texture on the whole brush, entering texture mode and hitting "align left" and "align bottom" saves a useful amount of time while producing the same results. It's not much, but it adds up over hundreds, or thousands of faces you need to texture during a project.

The tradeoff of not bothering with skip unless you know it's really called for seems worth it to me. Doing everything with textured brushes, and neglecting to null a face that players will never see means only that your file will be ever so slightly larger, and performance will be almost immeasurably lower. On the other hand, starting with skip, texturing only what you think needs textures, but forgetting about a particular sight line in your map that you didn't expect players to reach means now they can see right through a wall. I'd rather have a technically imperfect map than one that spoils the fun of exploring these bizarre dimensions by reminding me it's a game. "Immersion" as a gimmick buzzword is annoying, sure, but it's still something I'm after when I play, or make, custom maps.

There is one other genuinely useful application of skip, however, and that's in editors like Jack which have a feature (in Jack's case, a button at the far right of the toolbar) to turn off display of null textures. A few carefully placed skip faces on the outside of your map and you can see through the walls, in turn making enemy/item placement in the 3D view a little more comfortable. 
I Admit It, I Laughed 
Best problem ever. 
God Dammit! 
I thought I already removed those targets when testing.. 
Okay, Now I'm Losing My Mind* 
And I did removed those targets, but it still happens.... what know? And yes I checked whether Source Map location is same as I'm modifying.. wierd thing is that it is the same.. there is no targets anymore. - but it still happens to me, so I assume I'm cursed. Happy mapping indeed. 
Problem Solved Now 
I needed to remove and replace them. There was something else than just targets that made them spawn me inside floor. Thanks for everyone making me do finally something so obvious. 
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