1944 Nordwind 2


(Mateos) #41

Thank you. I just have not found a free tapir model so far :stuck_out_tongue: Well the bottom level of the Tank Depot is done, nuke racks, tables, crates… Just one issue, recurrent in all the parts I used it:

It Gtk it is perfect, I made it to fit so you have the edges on top/bottom/left/right instead of a simple cube. And in game? Cylinder. Why? :confused:


(Mateos) #42

Hi there,

Still not fixed, but seems to have no solution…

I tried to move to NetRadiant, but it moves all my entities. So tried GtkRadiant 1.5.0. No lag with unclipped few, but can’t move correctly in 3D view: I have to spam the arrow keys to move, if I let a key pushed it’s like I lag, and the blue-eye icon on the 2D view flash between two location: where I should be, and where I am. Any solution? Haven’t found any trick on Google or here :confused:

Btw, the level design is almost finished. If somebody is interested by screenshots…


(shagileo) #43

Looking for a free tapir model, are we?
Well I created one some time ago (my first steps into model making):

http://sites.google.com/site/stefanpiot/shagileos_modelpack1.zip?attredirects=0

source: http://sites.google.com/site/stefanpiot/prefabs


(ailmanki) #44

NetRadiant is based on GTK 1.5 you better move the entities and use netradiant.

The problems you have are probable related to your Operating System…

[QUOTE=Mateos;347571]Thank you. I just have not found a free tapir model so far :stuck_out_tongue: Well the bottom level of the Tank Depot is done, nuke racks, tables, crates… Just one issue, recurrent in all the parts I used it:

It Gtk it is perfect, I made it to fit so you have the edges on top/bottom/left/right instead of a simple cube. And in game? Cylinder. Why? :/[/QUOTE]
I dont remember very well the patches, if there was a way to have em blocky or rounded. In any case you can make an ASEout of these things, and define while compiling the subdivisions, and therefor make it blocky.


(Mateos) #45

OK, I’ll try both suggestions, thanks :slight_smile:


(Mateos) #46

Backwards tree volume error… The .map just have the patch inside, do I need to make a caulked cube around it?


(ailmanki) #47

yes -------


(Mateos) #48

Well, I read in the past a tut which said it, but the one you gave does not… I will try to remove the caulked box now.


(ailmanki) #49

You need a box around it!
http://www.katsbits.com/tutorials/idtech/q3map2-error-messages.php?subaction=showfull&id=1135218575&archive=&start_from=&ucat=15&

ERROR: Backwards Tree Volume

A : I fixed the error only by setting all brushes touching the void to structural brushes. [HeavyBlade]

Just ran into this one on a small testmap, a few detailed detail brushes surrounded by a hollowed box of caulk, which was struct. and touching one edge of the detail brushes. Got rid of the error by making the caulkhull not touching the detail and getting rid of the overlapping parts of the caulkhull.


(Mateos) #50

Yes, but by “remove the caulked box” I mean manually through a 3D modelling software. I have downloaded Blender 2.53 Beta and installed the ASE Import/Export scripts from Katsbit, nothing appear while I do Import>ASE and open the ASE file :confused:


(ailmanki) #51

You do not need any additional program for your purpose. Although having a working workflow for editing ASE and get em back into radiant is a very nice to have.

If your caulkbox is correctly made, it should disappear in the ASE (now I am really confused)
You have to set correct compile options, else your patches disappear, -patchmeta & -subdivisions # (for making it edgy)

another link with some info: http://irrlichtirc.g0dsoft.com/kat104/3D/Radiant/ASE.html


(Mateos) #52

I don’t have in GtkRadiant 1.4.0/1.5.0/NetRadiant the info_player_start entity, copy/pasted it from an decompilated map…

Well, now I have only the inside of the box caulked as .ASE file, exterior invisible, like patches just one side textured o.o I just made 6 cubes…

I use the WikiBooks batch.

Edit:
I tried adding -v and - subdivisions 0, it changes the brushwork (I it a patch in fact) like you can see on the screenshot: like a circle. Without these args, I have what I want.


(Mateos) #53

Tried with this stuff:
http://www.katsbits.com/tutorials/idtech/make-megatexture-terrain-models-from-brushwork.php#normal_brushes
http://community.moviebattles.com/threads/18375-map-to-ase-(to-md3)-Tool

Still the inside of the hull inside the .ASE… The hull is pure 6 brushes, without edges or vertice drag… The -meta process makes the patch looks like the screen of the issue I posted.


(ailmanki) #54

The parts defined as caulk should not be in the ase. Something is wrong, either your map setup - or the compiler itself is buggy.

You have to use -patchmeta and -subdivisions to get the desired effect. subdivisions 4 might be a good start.


(Mateos) #55

Still the caulk inside the hull in the ASE, and the ramp part has smoothed angles like the screenshot I made. I let it as it is, it is not really noticeable… Or I have to find why in editor it is correct and that compilation change it this way… Only the ramp part which is a patch mesh. Copy/pasted from FuelDump one, in front of the Axis Door of the Fuel Depot. Something in the -meta arg… -v do so as well. I can try to make a brushwork looking like the patch mesh to have the wanted result I think, everything is possible :wink:

Some questions:

  1. I am looking for a different Truck model also. Is there only the Goldrush/Oasis trucks styles by default, or is there another one included? Just for decoration, not as mover. If no, i know where to look at for models :slight_smile:

  2. Is there a shader arg to have a mirrored texture?

  3. I tried the semi-bump mapping with shaders, but ingame there’s no real noticeable change… Just the q3map_lightmapsamplesize working. The normal pictures are in targa format, they have the correct RGB chanels if I’m not wrong, and all and all… Another stuff I can’t do with several tuts >.>

Thanks in advance, and thank you for your help :slight_smile:


(Mateos) #56

So to up this again…

  1. Took the Oasis one, seems to be not affected by lighting, but isn’t fully black.
  2. Guess there’s no one.
  3. Will try to use -normalmap with -light -faster sometime.

Well, I have tweaked Gtk 1.5.0 in NVidia Panel and got it working without lag while Clubic Clipping is off \o/ Just an issue: I can’t change the grid size with keyboard. As it is going to be awful to naviguate all the time menus, why have I this? Google finds nothing, maybe I used bad key words… And well like NetRadiant some models have the wrong size, all are kind of copy/pasta with correct entity values…

Edit:
Need to use SHIFT for some keys to work lul, but works at least. I’ll put more recent screens :slight_smile:


(Mateos) #57

Can I know why my map is available there:

While it is clan-test only? >.>


(Destroy666) #58

I had the same problem, I think they need to adjust the map-tracking system because it finds and adds maps even from passworded test servers. Just write PM to schnogg, he’ll remove it.


(Mateos) #59

Thanks, PMed :slight_smile:

Promised screenshot… Will try to finish to make the electric lines lead somewhere before. Sometimes textures on patches are fine, sometimes not… It takes time >.>


(Mateos) #60

First, as promised, clear ingame shots of the current build, still some stuff so add and modify; If you miss some details such as FPS they’re between 90 and 120 everywhere, still need to add some Hint/Skip.








And as usually, got questions :slight_smile:

  1. I try to make a texture acts like a decal on a wall. You can see on one screenshot that I have some papers working fine on ground, but I have vines not working on a wall. The shader is fine, they’re aligned, the wall’s texture does not have polygonOffset… So I’m wondering if it has something to do with Z axis? I tried also to switch the brush between structural and detail without success…

  2. Also, I would like to bring back to table the patches not looking like I would like them to. I have copy/pasted the base from FuelDump, where all the patches are turned in cylinder style ramps. On my map, just the corners are turned like this by compilation… Why not the rest of the ramps, since I can’t get corners to be like them? Any special thing I have to do in Gtk? As they’re func_group in FD, I checked the entity args, without success, nothing special…

  3. Does the :q3map shader arg corrupt the shader recognization by Gtk? I read the Shader Manual, and BspSho tells me the textures with this arg are not bound to the concerned shader… What could be wrong, since all the rest is working well?

  4. I fail to have neat shadows on ground near the red-lighted electric stuff. Ground func_group with _lightmapscale 0.01 and shader on it with q3map_lightmapsamplesize 1. On Caha Tavern, shadows are neat on both ground and walls, same for some Pointe du Hoc screenshots.

  5. I use models from core maps which tells me they miss their skin. As misc_model compiles the models in the BSP, I thought it was why the core maps have textured models when the core package does not contain the skin files… Here I need to include the skins, found in a old Gtk package through SVN, why?

  6. When I import the Trace Map in GIMP, and I divide it to color channels, I have the same picture for each channel… Is it GIMP, or did I something wrong again? >.> Krishan program crash, so I have to make the Command Map by GIMP :confused:

If you have any question or suggestion about the map, feel free to tell me :slight_smile:

Thanks in advance,

Mateos.