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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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Me Too 
I started something last weekend. So far I just have some ideas and a cargo lift shaft thing, but I'll upload some screens when there is more to show.

Metl: did you recover the data on your hdd in the end or is it a new rubicon 2? 
Than: 
No, I lost everything on that drive. I found a backup of rubicon2 from 2003 and i'm recreating my work since then. Luckily I only had two main mapping spurts on rub2 after that backup was made. Unluckily one of them was building a complicated outdoor area which I feel obligated to recreate since it was cool.

And all the textures, models, and code haven't changed since then either, so none of that is lost (except for the stuff Adquedit deleted when it went haywire, but that happened back in like 2001 or 2002.) 
 
ok good work then guys ;) 
Yep 
i'm working on pbrsp2, which is technically a base map, but not part of this pack.

My only contribution to this pack is snarky comments.


Fixed for me. 
;) 
cant wait for pbrsp2 your maps rulezzzz 
MadFox 
You aren't using Qoole are you? Qoole is only good for very simple maps due to floating point errors. 
Metl 
youre not still using Adquedit are you ? Fimg is apparently much much better (Im not the target audience but every person Ive linked it to has since showered praise upon FrikaC for it).

http://quakeexpo.com/booth.php?id=8&page=33 
Scar3crow: 
no, I uninstalled adquedit right after that happened.

Then I wrote my own command line tools to convert pcx<->lmp, and was working on pcx<->spr tools but never finished them.

This was before Fimg existed; nowadays I would use Fimg if I needed it again. 
Getting Into It (+request For Necros) 
I did a bit more mapping at the weekend and am getting into the map a bit more now. I'm going to make this a pretty small map, but hopefully it will be interesting enough to be worth including in the pack. I had some shots, but didn't bring them to work with me, so I'll do that soon.

Necros: If you are reading this, do you reckon you could make trigger_command not print the message - at the moment I get "r_wateralpha 0.2" printed to the screen when the map starts. Is there a way to avoid this? 
 
a small map from u :) is muchhhhhhhh better than a map from me :) 
Some Early Shots 
I have a few screenshots (all of the same bit) to show. Here is my current progress:

http://than.leveldesign.org/files/fitz0010.jpg
http://than.leveldesign.org/files/fitz0012.jpg
http://than.leveldesign.org/files/fitz0015.jpg
http://than.leveldesign.org/files/fitz0017.jpg

The theme is a flooded base. The lift shaft you see with water in here will be all filled up with debris floating around and will be lit better by the time it is finished, but that's all I've got done so far.

I'm making glass from water brushes with a plane texture and skip textured func_wall covering it up, so glass will be fullbright and nontransparent in software. I can always take it out I suppose, but I quite like it.

There is an entity in Quoth that lets the mapper set options like r_wateralpha with a trigger, though it unfortunately prints a message to the screen. I am using this for the water in the map. 
Stunning! 
Wow. Does not look like old pixel-Quake anymore. Nice! 
Than 
nice work at faking glass 
 
i need faking glass also :\ how can i make that? 
Killer Glass. 
Please leave it like that, than. 
Fake Glass (only Works In GL Engines) 
this is (a crap explanation of) how to do it.

First you need to get Tyrann's skip tool. I don't know where to download it, and I don't have it at work so I can't upload it for you. Ask someone in #terrafusion. You will probably also need to use Tyrann's other tools to be sure that there won't be errors in game as a result of using remove skip.

You will also need a texture the wad you are using named skip. It should be 64x64. While you are at it, create a liquid texture for the glass named *water20 (afaik, *water is all you need, and what comes next doesn't matter, so *waterglass is probably ok too.) This texture should just be plain 64x64 in whatever colour you want the glass to be. You can't add detail to the glass texture, because it will warp in game.

Create a window shape and then create a brush inside it (whatever shape you like) and apply your *water20 glass texture. If you compile now and set wateralpha to 0.2-0.5 you will have a nice window effect... but you can still see and move through it.

This is where skip comes in. Simply create a brush to fill the hole for the window, apply the skip texture and then turn it into a func_wall. This is better than the old glass hack using a trigger with damage set to -1 as the collision detection for it can be an arbitrary shape rather than a bounding box.

Now when you compile your map, add the line skip.exe <mapfile> after the bsp stage and it should remove any face with the skip texture from the bsp. It's best to just stick to using this texture on brush entities, and not the world, but sometimes it can be ok.

Now the glass effect should be complete and you can see, but not shoot or move through it.

The only problem is that enemies can't see through it, but you can always trigger them to react when the player is in range. Also, you need wateralpha to be set to a suitable value (obviously GL only), which can be done in-game with the quoth trigger_command entity.

If you look at the map file for czg05, you will see that he has glass (without the water effect) that can't be shot through, but I am near certain that the enforcer that is placed behind can see through it. Perhaps there is a trigger or small gap, but I don't know.

EXPERIMENT! 
Note: 
I recommend not using the word "water" in the texture name. Use something like *glass instead.

Why? All textures starting with * will warp like a liquid, but only textures starting with *water or *04water will get the water ambient sound -- which you don't want for glass anyway.

See also: http://www.celephais.net/stuff/texturefaq.htm 
 
cool stuff than. One thing: don't start the texture name with *water, just use *
*water also emits a watery sound effect. You may not have noticed in you own map because of the proximity of the glass to ordinary water. 
Metlslime 
ftw 
Good Screenshots 
It gives an idea of shaders. I think when you use a trigger_once with health setting one could make the glass breakable.

I'm trying something with a brush I'd like to make explode, like an explodable wall. But it needs chunks of func_train to make it fit well. 
Than 
Looks cool man, really lovinmg the glass!

Keep ip the good work! MOFO!!!!!!!!!!!!! 
RE Glass 
thanks for the info about the naming - I'll sort that out tonight.

I discovered also that it is possible to make glass that appears to contain water without having the sides of the water visible where the glass is, and at the same time keeping the glass looking the same thickness as the other brushes. You can actually apply skip to water brushes and they will still behave like water is there are enough surfaces with the water texture on. I don't know exactly how this works, but if you bring the water up to where you want a window, the make the side of the water brush that should be against the window have a skip texture, leave a small gap and then make your glass it works pretty nicely. I made a rotfish tank last night as a test for this and it looks cool (probably won't be included in my map). Theoretically it is possible to make an underwater base level with glass windows and dry interiors now. 
Nice! 
I want to see a howto. 
OMG... 
...the holy graal. Than found it!!! A tute following release of your level would be most welcome. 
Than 
Skip tool can be downloaded there: http://www.celephais.net/board/view_thread.php?id=37925 see post #3

And thanks for the infos :P 
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