#17852 posted by NewHouse on 2016/12/22 03:46:23
This method is not everyone, but so far I have liked breaking map into multiple pieces, sealing then right away, layering everything and startjJust testing and make it fun. Naming goes something like this: mapname_areaname_version. Then slowly starting to combine these already tested areas together and make compromises Just then if need to be made.
The biggest problem for me personally has been that, even if you just prototype areas, Quake is not really good at that. Everything basically has to be in certain state, before knowing will it work or not. That is why I find working with separate files more efficient. Normally when I do simple layout (ideas) on paper, I don't know about values what they are going to be at the end. Also if making a hud of your map where many paths connects. You suddenly realize you have gone too far, when focusing on something, you thought was important atm (I like to assume everyone does that at some point), it is impossible to go back and visualize everything again, if there is no backups been made.
So my current method is not to think too much about trying to connect everything right away. I am sure everyone has their own way, it would be interesting to hear more like how people layout their maps?
So Glad I Asked
So Bloughsburgh, you have a very structured workflow compared to me. Funny how I work on game play and lighting very close together per section and interchangeably but you segment those out in steps. I am all over the place! Also I meant "Save as" - like a new version of the map - I guess with TB and other modern editors auto save makes this less of a concern. I am used to the old days when one CGS operation could scrap hours of work.
Newhouse, very interesting that you break the map into smaller more manageable chucks. I am a professional video editor and I often use the same technique on an edit. If I am working on a 60 second TV spot with a 5 second montage - I bust that montage out into a separate piece so I can really focus on each frame in the editing program. This might work for me.
This is all fascinating - I hope others will jump in a share their workflow.
#17854 posted by Mugwump on 2016/12/22 09:33:14
Dunno anything about workflow but my method so far has pretty much been make-it-as-I-go: I work on one room until I think it looks good then I move to the next room. I'm just not the kind of guy to plan ahead, I'm better at improvising.
@mugwump
Looks like I'm not the only one then. As I think about it, I'm realizing all the issues I am having in my map are because I grey-boxed and planned ahead.
#17856 posted by NewHouse on 2016/12/22 17:48:51
Sometimes planning ahead is impossible, when working in a situation you're not familiar yet. Maybe after, planning ahead becomes more effective.
#17857 posted by Mugwump on 2016/12/22 19:53:00
To be clear, there are certain global end goals that I do define beforehand, but the way to achieve them remains purposefully improvisational. This is how I work as an artist, in music as well, as I have found with experience that it allows my creativity to take me to unexpected places. I never made anything good with a very defined plan.
Vinetexture In AD And Transparency
#17858 posted by Naitelveni on 2016/12/22 21:23:09
theres a vine texture in AD that I want to use in my map. and I also want to try transparency with brushes, like in sock's metal monstrocity. How do I achieve this?
#17859 posted by muk on 2016/12/22 21:46:11
Set the brush as a func_illusionary. This allows players/monsters to walk through the brush. You can use the flag "alpha" to set transparency. Honestly, just open up the metmon map and check it out yourself! :) all the authors .maps are included with AD.
Clarification
#17860 posted by mjb on 2016/12/22 23:12:49
I haven't completely greyboxed a map either...but I have a significant visual plan in my mind of how the layout will be. Ultimately I go room by room and wing it to achieve said layout. It almost always deviates from the original. ;)
Vines
#17861 posted by PRITCHARD on 2016/12/23 00:30:06
Vines in AD are a combination of a texture with palette colour 255 and func_illusionary. They do not use brushes with the alpha key set to achieve that.
Engine support can be a bit of a hangup - mostly DarkPlaces, since the first download offered on the site is from 2014 or so and doesn't have support. Other modern engines and newer versions of DP support transparent textures just fine though.
#17862 posted by muk on 2016/12/23 01:05:35
I mention "alpha" in conjunction with "func_illusionary" because he asked about transparency, not because I think its required for func_illusionary to work.
I typed my initial response while still in bed. I should've spaced out both ideas.
Alphabeta
#17863 posted by PRITCHARD on 2016/12/23 01:32:47
The alpha value will not have the desired effect - the entire brush will be transparent. The vines in AD are entirely non-transparent, but the rest of their texture is. That's completely separate from the alpha value of the brush.
#17864 posted by PRITCHARD on 2016/12/23 01:34:35
#17865 posted by ericw on 2016/12/23 01:59:57
The vine feature is called "fence textures" or "alpha-mask textures".. the texture name also needs to start with a "{" character.
(sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's)
Pritchard:
#17866 posted by muk on 2016/12/23 02:18:36
Most of the techniques I employ are derived directly from "top tier" maps.
Func_illusionary + alpha is in use in ad_necrokeep to good effect.
http://imgur.com/a/2S7ZP
#17867 posted by Mugwump on 2016/12/23 07:49:05
sidenote: it's possible to make them work in the 2014 build of DarkPlaces, AD does this by supplying .tga files. There is a "fixtrans" command in DP that helps prepare the .tga's
I didn't know that. The September 2016 and newer builds, however, do support alpha-masked textures from the get-go and don't need this command.
@Pritchard The DP site at icculus doesn't seem to be maintained these days. The new builds are not in the /download subfolder but in /files (which is, of course, not accessible via the on-screen menus).
Water Brushes
#17868 posted by topher on 2016/12/23 17:34:54
i have 15 water brushes. there aren't gaps or intersections between brushes.
i tested the map in quakespasm and i can swim without problem of any kind.
can i expect problems or bugs with what i did?
weird bugs, problem with other engines, something like that.
http://imgur.com/a/cqDlp
(i put this message in the QUMP thread, but here is better. i can't erase the other message)
Compile Problems
#17869 posted by ranhcase on 2016/12/23 17:42:35
i'm having problems compiling a map, i have everything set in a profile but i keep getting a error "execution of command 'C:(the path of the .bsp compiler)" andt1.bsp' failed (error 267: the directory name is invalid.)" what do i do???
#17870 posted by skacky on 2016/12/23 17:57:14
Make sure all your directories have names without spaces.
#17871 posted by ranhcase on 2016/12/23 18:09:43
none of them have spaces :p
#17872 posted by ranhcase on 2016/12/23 18:15:37
also, when i try to launch it, this "W_LoadWadFile:couldn't load gfx.wad" appears, the engine is Quakespasm
Ranhcase
I assume you are compiling in Trenchbroom. I am willing to bet you have a small typo or hard to find syntax error in the setup. I am pretty experienced and that interface is too much for my tiny brain. I would suggest downloading and using Necros' compiling utility. Just keep it running and pointed to your map and alt-tab to it when you save. It works beautifully and is very easy to use. After you have it setup all you will have to change is the mapname when you Save As... or start a new map. Download it here: https://www.quaddicted.com/files/tools/ne_q1spCompilingGui103.zip
#17874 posted by ranhcase on 2016/12/23 20:45:48
i don't know what i'm doing wrong. it seems like i've set up everything correctly, it even compiles(it seems), but the .bsp file doesn't appear in the output folder(and in any other folder).
#17875 posted by muk on 2016/12/24 01:24:57
http://imgur.com/a/l5klI
uuuuuh...dumb question of the day..why are surfaces multicolored?
Ignore That.
#17876 posted by muk on 2016/12/24 01:33:07
Solved thanks to scampie via twitter.
My .lit file wasnt updated
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