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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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Neat! I hate killing dreams all the time* 
Proof That Spirit Is The Worst: 
#218 
Didn't died even once on normal mode. I love the fact that enemies just kept coming and coming and..

But other than that not bad really. Felt more like doom level. 
Deadline Extenstion To August 18th 
Alright, I'm going to extend the the deadline out a week. I know I could certainly use the time. 
Oh, Good. 
Guess I get to worry a bit less about getting my map done in time. 
Now You Can't Fuck Up, Guys ;) 
 
Fantastic 
Thank you, I will be sure to have the map I have in my head by that time! 
I Appreciate Very Much 
Thanks*

Now I can actually make it stunning, and that's the promise. Thought first I need to learn how to make pipes look better, texturing is pain in the ass when there is a lot of bending even though it follows 45 / 22.5 degree rule. 
How To Make Glass? 
Is it fine to use func_wall and set parameter "alpha" and value to something 0.3 and that will works as a glass.. is it going to work on fitzquake as well?

Is there specifically for that method made glass textures? Or something that can be used as a glass - I put some metal textures and it looked like used/dirty window which is not the bad thing ~ but I'm trying to make glass look more pure/shiny at some parts of the map.

Is there way to make glass project light more or less? So the human eyes can see it a lot faster "oh, that must be glass". 
Glassy 
In the apsp2.wad packaged with the map jam 7 bundle, there is a texture called *glass01

Used in combination with the window creation instructions also bundled should help you get somewhere! 
@204 
Quality lighting in that shot, perhaps just need a few more vertices to really show it off. 
Bleh... 
...second shot 
#226 
I will give it another shot, maybe this time it works without this weird rendering / z-fighting issue. 
Curved Pipes And TrenchBroom 2 
Is it possible? I have to be missing something.

Following CGZ's curve guide I can get all the way until this point:

"Next up, I stretched that bit out, so it was long enough to reach the "corner" of the curve I was going to make, and skewed it so the start of it was flush with the end of the pipe I already had"

The problem I am facing is the Skewing part. I don't think TB2 has this operation other than vertex editing. I tried to manipulate vertices but it just got into a cluster soup.

Any insights on this or a step by step to help with these issues when considering TrenchBroom 2 as the editor?

Otherwise, I might just make right angled pipes ;) 
Z-fighting When Trying To Make Glass Brush 
If I create one brush and give it texture *glass01 then I create another brush and give it skip texture like in that windows-test.map example. I need to combine them in a same space that they are equal to one another.

As an result I get z-fighting. Is the problem in my compiler how it handles skip textures? I Ealier pointed out this "skip" texture subject, but this time it might be an actual purpose on creating glass effect, right? 
#230 
Whenever there is complicated tasks in brush geometry I personally use J.A.C.K for those, less headache* 
Brush Tool 
Thanks NewHouse,

I found that the Brush Tool in TB2 can help with my issue. I can create a brush by selecting all 4 corners of both ends of the pipe sections, this properly creates the links and makes a pipe corner. Still any other methods people use would be appreciated! 
 
Are you using these guides for you curves?

http://www.quaketerminus.com/hosted/happymaps/curv_tut.htm

In TB2 you can also use that other "grid" view when working on vertices, I assume you're using two windowed interface option (3d camera/ top down view)? 
#234 
Yes, I am using that guide in particular.

I generally just use the 3D camera only, but for this tutorial I am using the 2d view split. I was using the grid view that would match the tutorials. Editing vertices still just causes a complete mess, if I could skew the brushes I would be golden. 
Call Me Crazy 
I might sound crazy but I actually rotate brushes in TB2, then I place it almost in place I want it to be.
Edit -> snap vertices to integer. Then slowly matching it better on grid. I you use snap vertices to grid, remember adjust your current grid view to something you want your brush's vertices to snap.. if remember right.

I do this because sometimes it is hard to tell how much space some of the pieces actually needs, so I can freely resize whenever I need to. As long as they eventually are in grid then everything is fine.

Thought I do prefer angles like: 22.5, 45, 45+22.5 etc so they should be in the end in in grid flawlessly. Reason why I use rotate tool was, because it didn't calculated x and y scale for texture and looked stretched imo. But after rotating and then carefully snapping it to right points, it was in right scale in texture-wise yet in world grid.

In some cases.. for example kind of cylinder.. you can use that combine brushes by using that Edit -> CSG -> Convex Merge. For curves I haven't used Subtract or Intersect yet, so I can't recall whether or not it handles those texture scales or not. 
 
I just use simple rise/run ratios. Mostly 1:1, 2:1, 3:1, etc, with some 2:3 in places. Very easy to keep on grid and only a few texture scales to remember. 
Diddo Rise/run 
Does TB2 have skew though? 
Things Askew 
I don't think TB or TB2 has a skew feature as demonstrated in the curve tutorials. 
Bloughsburgh 
How does that brush tool works even?
It has quite weird logic behind it and can't get hand of it at all. Is it demonstrated somewhere, documents or something? 
TB2 Help 
In TB2, you can access the documentation through the help menu.

This is a very handy document to getting all you can out of the editor, including the brush tool. It is in the creating objects section 
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