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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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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 
 
i put the program in 4� program and compile it!!! but skip texture apear :( 
Trinca 
I think skip.exe have to run after TxQBSP... Not at the end of the TxQBSP/VIS/Light process... 
SKip Toolage 
I had made fake glass for IMP1SP1, but didn't use the skip tool -- can't remember how I did it, though. Fr3n if you're out there, I need you to tell me again ;D

P.S. : An underwater base would SO ROCK. Watched that BioShock demo last night, and it had me thinking about applying that sort of concept to a mappable game (apparently BioSHock will be using the Unreal3 engine -- eww). 
 
JPL after TxQBSP there is not .bsp file :) 
Trinca 
For sure there is one ! Check your tmpQuArK/maps folder after a TxQBSP run, you'll see that .bsp file will exist .. 
Err 
yeah JPL is right, txQBSP creates the bsp from the map file, if it isnt outputting one then there is the problem with the map.

Run the skip tool on the bsp before light and vis and everything should work fine. 
Cool 
Kindly requesting a more in-depth tutorial, Than. When time permits 'course. 
Ouch... 
I don't know why, but after TxQBSP, and then skip, the mapp is full of leaks.... Damned, what happened? 
JPL 
the skip tool shouldn't produce any leaks, as it only removes the skip texture from the visible hull. do you mean HOMs by any chance? because they appear if you don't make the skip structure a func_x. 
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