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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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#167 posted by Rick on 2016/08/04 00:16:38
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
#168 posted by ionous on 2016/08/04 00:16:57
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
#169 posted by Preach on 2016/08/04 00:26:24
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
#170 posted by Kinn on 2016/08/04 00:28:52
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!
#173 posted by NewHouse on 2016/08/04 00:35:44
I thought I already removed those targets when testing..
Okay, Now I'm Losing My Mind*
#174 posted by NewHouse on 2016/08/04 00:40:47
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
#175 posted by NewHouse on 2016/08/04 00:48:45
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.
ItEndsWithTens
#176 posted by anonymous user on 2016/08/04 01:42:45
Thanks, I don't know why I started using skip especially for this map, but it really seems like a bad idea now. So now on if will not use it, because it is pointless mostly.
Three Pics
#177 posted by skacky on 2016/08/04 02:57:15
#178 posted by skacky on 2016/08/04 03:00:41
I should change the beam texture on the left in the last pic to a higher res one now that I think about it.
Also rofl that killtarget issue.
Even Though Nobody Will Believe*
#179 posted by NewHouse on 2016/08/04 03:10:45
But the problem haven't disappeared after clearing targets. It happens anyway, hopefully it some way dies out, because I really don't have energy to fight with this one wierd bug whether it's my fault or not.
#180 posted by Rick on 2016/08/04 03:32:40
Newhouse, I noticed maybe every entity in that map has the angle key set. Is this maybe some editor or fgd type bug? Angle is not used on things like path_corner and normal lights. The strange thing is, looks like if there is no actual number entered they're set to "-0"
Small Update
#181 posted by Breezeep_ on 2016/08/04 04:02:38
Keep It Coming Guys
#182 posted by ionous on 2016/08/04 05:05:33
Skacky: Pure class.
Breezeep: Glad to see things starting to take shape. Maybe offest the floor height on the second floor, but all else is looking well.
Skip != Caulk
#183 posted by negke on 2016/08/04 08:50:14
There's no benefit for performance; it's purely visual.
@skacky
#184 posted by anonymous user on 2016/08/04 08:59:00
decided to try and build your pipes, but tilted instead of skewed on the grid
http://i.imgur.com/E8Zvhvb.jpg
A bit of a pain in the ass requiring 1 unit grid and some funky 3 point clipping, but it's all properly tilted at a 1/4 ratio... Dealing with the texture projection is a bit wonky though.
(going back to not mapping now...)
Rick, Breezeep_ & Skacky
#185 posted by NewHouse on 2016/08/04 10:32:28
Rick*
I just noticed that too. Executioners had -0 angle so I changed them to 0. But yeah Lights had that added by myself, it was just the visual thing because I thought game doesn't use it, I haven't had any error from them - but to be extra sure I really should remove them.
Breezeep_*
Looks nice some kind of id bunker when looking at this outdoor area.
Skacky*
Are you using this method? http://www.quakewiki.net/archives/speedy/tut_pipe.htm
#184
#186 posted by skacky on 2016/08/04 11:45:54
Shut up and go map!
NewHouse: I don't use this method but that's a good one!
@158
that's not how to use the name field =P
#188 posted by mjb on 2016/08/04 13:24:05
Skacky: That's crazy, looks like a full quality map!
Breezeep: Looks great, love the rocky top half walls.
I am probably 80% done with basic brushes, and just started a light texture pass. I plan to have at least one progress shot this weekend when I can really have some time to work on the map!
Preach Re: Post 169
would it be better to patch in a compiler?
@187 (Dear Shambler)
#190 posted by NewHouse on 2016/08/04 19:28:03
I'm new here, and when it comes to my personality you can always expect from me this kind of behavior.
I have been mapping and not focusing this "bug of mine" thing. Currently using AD mod, because it has all same enemies I'm going to use anyway. For this jam my map can't be more than 10-25 of the polished map. So I really need to consider what I the most important parts when it comes to gameplay. So lots of Backtracking, but I try to make it as well as possible.
@190 (Myself)
#191 posted by NewHouse on 2016/08/04 19:31:29
10-25 percent of the polished map*
need to consider what are the most important parts when it comes to gameplay*
sorry I really don't know why I typo this fast.
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