[Fid]Sample1


(fidel castro) #1

Hi,

i did a small “open source” sample map, for beginners.
all sources are included, so feel free to take a look.

http://www.fidel.vido.info/show/maps/fid_sample1.zip

features see the attached readme thing

more or less experimental things (at least for me) and
i hope i’ll find the time to continue the series of small little samples

greez fidel

Readme:

// Fidels Sample Maps - Part 1
//
// by fidel castro
//
// www.fidel.vido.info
// fidel-castro@arcor.de

A) Why:
This mapfile is done for several reasons.
My target was to show some special effects
of the q3-engine in combination wih q3map2.

This sample is best viewed with default cfg, so remove your game cfg .)

B) What or features of part 1:

  • portalsky (terrain model)
  • penumbra shadows in light entity //in sky possible as well
  • lightmapscale in func_groups
  • lightmapscale in worldspawn //dont use this in large maps
  • phong shading on floor
  • ET.def file updated for the “new” et-features like spotlight
  • experimental shader use
  • experimental shadow things

C) Compile:
One thing at first, the used compile settings are very special.
I can NOT recommend to use them in a large map.
I’m using bat files for my compiles, but give q3map2build a try, its a nice tools, --> E) Links

-meta -patchmeta -samplesize 2 -skyfix // good values are 4 or 8 or higher
-vis -saveprt
-light -fast -patchshadows -lightmapsize 512 -v -samples 3 // samples 2 or 3 should be more then enough

D) The mapfile is included in the pk3.
The used textures are free for use.
The sword model is taken from KENGAKUSAN, so if you wanna use it, ask him first.

E) Links:
http://www.qeradiant.com/
http://shaderlab.com/
http://www.shaderlab.com/q3map2/shader_manual/
http://www.splashdamage.com/
http://www.shadowspawn.net/beta/quake3_mapping_q3map2build.htm

basic german tutorials about the used q3map2 features
http://www.level-designer.de/

F) Thx goes to:

  • mic(]PaziFist[) for shader help & ideas // www.co-mic.de // #co-mic @-Net
  • ydnar for the nice q3map2
  • Splashdamage & ID for the game
  • and the rest of the world, hrhr.

G) Feel free to share this file under the following conditions:

  • ReadMe-file must be included in any DL of this sample map.
  • Dont use the sword model without permission of the owner.

Finally i hope this map will be a small help for the newbies in mapping businees.


Rousseau mentioned:
that what we do not know harms us less than what we think we know, but don’t.

My Comment:
I am still confused, but on a very much higher level

greez fidel


(Ifurita) #2

nice work, will try to look thru this later


(Detoeni) #3

Could be very use full for folks, not had a chance to look at it but one quick point to get started:

  • lightmapscale in worldspawn //don’t use this in large maps

“lightmapscale” used in large maps is a very good thing. By using a larger than default value, 2 and up, you can greatly reduce lightmap data and compile time.
If your not worried about compile time, then a small value can also be used on large map (0.25), q3map2 will automatically collapse light maps with low detail to reduce file size, so you only get high detail where its worth it and at very little extra cost.

Do you get much benefit from using larger lightmaps v’s normal size?( not looked in to this myself yet, so just wondering).

edit: spellin

edit2: snow flake 7 pixels in size, ummmmmm i think the rest of the texture is just a wee bit to big. use “clampmap” in shader not “map” :wink: and just a bit smaller texture


(fidel castro) #4

at: Detoeni

totally right (lightmapscale).
the readme file is a bit short. and the map is just a sample or starting point for testing stuff.

about skyportal:

critical features, just select it, and recompile & with luck it it still there.
strange feature

greez
fide


(Detoeni) #5

I see from your web page that you did not want to do any more work on this, but looking over it I found a few point that really should be addressed. As an example map, its only as good as the information that contains, so if you are interested in a few small changes keep reading :slight_smile:

“-samplesize 2” this is over riding the lightmapscale used in the worldspawn and the function groups. Its the same as having a lightmapscale of 0.0625.

“-dirty” or dirt-mapping is enabled by default so no need to add this.

With the larger lightmap size (512) there is some saving in total file size of the lightmaps, but its only really of worth while use when using very small lightmapscale values. There is no difference in lightmap quality.

Around the bottom of your walls you can see a light leak. If you clip your sky to the top of the brush work you wont get this (it don’t matter how many sky brushes you have because they are removed in game)

The sky shader you used is very old and not well suited to the effects you are trying to make. This shader was used in the screen shot bellow. (no more stadium lighting :wink: )


{
qer_editorimage textures/skies/sky_8.tga

q3map_sunExt 0.3 0.3 0.45 60 35 45 0.5 16
q3map_skylight 65 6
q3map_nofog
nocompress
skyparms - 200 -
sunshader textures/skies_sd/full_moon2
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm sky

skyparms textures/skies_sd/wurzburg_env/sky 512 -


{ fog off
map textures/skies_sd/goldrush_clouds.................//insert the rest of sd_goldrush sky here

and finally if you are going to make a map with a lightmapscale of 0.0625 you really should bump map every surface just for the hell of it :slight_smile:

Ave fun
Dt


(fidel castro) #6

hi & thx for response & the ideas.

the idea was to do little maps with some features.
a normalmap/bumpmap-textures thing was the target for part 2.

and yes the settings are a total overkilled :slight_smile:

if i find time after my exames ill update it.

greez
fidel

btw:
is the missing texture of the terrain model only because you forgot inserting the second shader in your shaderlist.txt or what have you done ?
normally terrainmodel should be textured.