cave map project!


(Wezelkrozum) #1

I would like to create a map in a cave.
Is it possible to create the style with the quake3 engine?
This should be the style:




And this the height:

I have a whole holiday to create this map so i have less than 2 weeks time for it.

greetz Wezelkrozum


(Boosted) #2

i dont see a pont why it shouldnt work, but within 2 weeks?
id say (depending on the size) 1-6 months.


(Wezelkrozum) #3

This is my first screen of the map (the height is 1280 units):


(walk_on_sky) #4

yes, it is possible, i am working on a map with similar parts just now, here are some screenshots…

it is not as detailed as on your photos, but i think, this would be really hard to realize…
and i needed some months to develop a technique to create these caves on my screens, but now, i am quite fast… :wink: so, i think theoretically you could be able to do this in 2 weeks… ^^

walk_on_sky


(Wezelkrozum) #5

:wink:

i’ve a new screen, i did this in 5 hours (1 whole night work):


(Wezelkrozum) #6

This is a picture from the map with a few example places where you can hide yourself (green fields). Not possible now, but ways must be created in the map for comming there:

Is the water a bit real or not?


(S14Y3R) #7

Looking very good 8) The water scale looks a little small. maybe bump it up a notch with ctrl+arrow keys up.


(carnage) #8

although i havent referanced a particular thread i would do some reading on www.katsbits.com since there are some pretty good tutorials on making rock structures and in the forums there has been a bit of an unoficial project looking at various ways to create realistic rock structures and textures

although its more aimed at next gen engines there is still a lot of things you can apply and convert to run in a quake 3 engine enviroment. the main downside is bumpmaps are very good for making rock surfaces apear more shaped, although you can use similar techniques to bake some more generic lighting into the rock textures

in some of the concept pitures you have shown you can pick out a few distinct styles that would be interesting to recreate. so far your work seems to have any features and instead is a enclosed space with a bland rock texture

the top concept image i think is the most interesting and perhaps the most suitable for a conversion. the rock seems to be made up of layers stacked on top of each other. with each layer with its own variation on colour and texture. by effecting how the layers overlap and there shape you can control the shape of the caves. you can them break the textures into one for each layer and that will help you start building a texture set that is gointg to give much better results than using a featurless bland texture


(Wezelkrozum) #9

thanx carnage. I shall look later to it. but the importants thing is creating the brushes. And i have a BIG problem :frowning:
some of the brushes that i create at gtk radiant aren’t draw when i play. And i have a whole list of duplicated brushes when i compile the map.


(Wezelkrozum) #10

ok that problem did i fixed.

This is what i want of my map:


But i don’t know or it’s better for the gameplay to make it so dark with a few lights. Maybe somebody have a solution for it?
And the big problem with the water: the light haven’t impact on the textures.


(Avoc) #11

Thats too dark I’m afraid. You could always add a _minlight value, or add an ambience value in your worldspawn that would lighten things up a bit, but in a cave, lights are your friends.

Have you asked yourself what kind of objectives this map would feature? Or what kind of layout?

Its always good before begining with the basic designing of the map, to sketch down a little overview of the map, write down where which objectives are going to be, think whether or not it is wise to place the axis spawn here or there, small things that help you when you start making the map itself.

Do you want to make a single cave where the axis and allies fight it out, or do you want to make a few intertwined cave systems where some of the objectives are, but the allies have to fight their way inside?

All these small things help you during your designing of the map, and if you ever forget what you actually wanted the map to be, you can always return to your little piece of paper with ideas and sketches.

Atleast, thats what I’ve found most useful.


(Wezelkrozum) #12

thanx but i knew that. And i have a sketch on paper and i know that it’s gonna be 3/4 big halls. And i don’t know what the objective will be. I know where the spawn are. And i make a few small ways in the cave so you can go to the other halls. But the is 1 river moving into the cave. That’s the mainway.

Does somebody have a idea how i can fix the nolightimpact on the water.


(S14Y3R) #13

What’s you’re water shader look like? Or what default are you using? :slight_smile:

Yea you’ll definately want to raise the ambient lighting to show of the cave structure better, or at least triple the lights you have there. If you don’t like ambient light, try using the “fade x” key in your lights. Start with fade 0.3, (less will cut off light farther away, and higher "shortens the light), and work your way up(inc’s of 0.1) till your happy. :slight_smile:


(Wezelkrozum) #14

k, thanx slayer. My default shader was the siwawater. And all the 3 textures that i use for the water is from the same siwawatertextures. I changed the color, bright, and so on.

i’ve almost finished the 1e hall, only the roof:

rightabove is a platform and you can stay under at the sand :slight_smile:


(S14Y3R) #15

I did some quick testing with the water :slight_smile: All I did was add a “map $lightmap” stage, and it seems to work well. What I added is between the : //======='s


textures/et_torque_waters/siwa_test4
{
	nocompress
	qer_editorimage textures/liquids_sd/siwa_water.tga
	qer_trans .5
	q3map_globaltexture
	surfaceparm trans
	surfaceparm nonsolid
	surfaceparm water
	surfaceparm nomarks
	cull disable
	nopicmip
	nofog

	waterfogvars ( 0.11 0.13 0.15 ) 0.2

//======================================

	{
		map $lightmap
		blendFunc GL_ONE GL_ONE
		rgbGen wave sin 0.4 0.02 0 0.3
	}

//======================================

	{
		fog on
		map textures/liquids_sd/siwa_water.tga
		blendFunc blend
		alphaFunc GE128
		depthWrite
		rgbgen identity
		tcmod scale 0.5 0.5
		tcmod scroll -.02 .001
	}

	{
		fog on
		map textures/liquids_sd/seawall_ripple1.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave sin 0.3 0.02 0 0.25
		tcmod scale 0.01 0.01
		tcmod scroll -.001 -.0002
	}

	{
		fog on
		map textures/liquids_sd/seawall_ripple1.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave sin 0.1 0.03 0 0.4
		tcmod scale 1 1
		tcmod scroll -.005 -.001
	}
	{
		fog on
		map textures/liquids_sd/siwa_shimshim1.tga
		blendFunc GL_ONE GL_ONE
		rgbGen wave sin 0.4 0.02 0 0.3
		tcmod transform 0 1.5 1 1.5 2 1
		tcmod scroll .005 -.001
	}
}

These are a couple shots with the lightmap working.

-The shadow casts on the water, but the water is still transparent:

And from underwater the shadow still shows on the back of the water, and casts normally through it:

This was an early test, with the default siwa_water shader on the left:(-the lightmap wasn’t transparent at first)

All testing was done with “set light2=-light -fast -samples 2 -filter” for light stage compile.


(Wezelkrozum) #16

Hey, you probably have structural brushes every where. Stebbi remembered this link a few days ago. Its about: Detail vs Structural Brushes

You can filter detail brushes off under View/Filter>Details(Ctrl+D) and >Structural(Shift+Ctrl+D)

Slayer said:
Basically with detail brushes filtered off, the structural brushes will only be the basic “shell” of the room. Having say, a table that is “structural” will cut into the bsp adding more leafs. in a large room this can add hours to the compile time.

-You can quickly change a selected brush to Detail with either Selection/Make detail(Ctrl+M) and /Make structural(Shift+Ctrl+S)

-Your map must be enclosed by “structural” brushes, otherwise it will “Leak”, but everything else should be detail. Basically.


et_torque-coming soon
A Level Designers Reference Manual installed with Radiant. @_@;Orly? Srsly! ->\Wolfenstein - Enemy Territory\Radiant-X\docs\Level Designers Reference

My room exist now only out basically rocks (structural brushes). I think it’s a bit big because i used now 3000 brushes. :stuck_out_tongue:


(BaronBlabla) #17

Maybe you should use some more patches, because 3000 brushes for one room is…quite much :stuck_out_tongue:


(Avoc) #18

Nah, it should work quite nicely if you have alot of corners in the cave, that way you can use hint/skip brushwork to hide the other surfaces. Looking good so far.


(BaronBlabla) #19

lighting should be great in such a map… :lol:


(Wezelkrozum) #20

nah. it works fine. The highest fps i can get with my graph.card is 90 fps. And the map gives me 78 frames per second if i see the whole cave. :smiley: