Looking for a totally new environment


(Wezelkrozum) #1

I’m searching for a totally new environment never seen in wolfenstein enemy territory. Does somebody know one? I’m looking for some challenges:cool:


(Nail) #2

rain forest, jungle, arctic


(aaa3) #3

arctic, jungle exist.
high sea surface on ships; underwater city in bubbles; under-terrain city in a huge cave; moon, mars, ancient athens/rome; et c :slight_smile:


(Wezelkrozum) #4

I think it must be able to create a jungle map. Everyone say it’s impossible to play it because of the fps. Maybe if you increase the width of a path with some rocks and good vis-trick it could be possible. I’m gonna do it. :slight_smile:


(Avoc) #5

GL with that =)


(-SSF-Sage) #6

That was going to be my next challenge! After I’ve finished my other projects. Altho I’m probably going more for Pyramid of magician style.


(Diego) #7

When I was learning how to do the Alpha mod textures, I converted that map from Quake III to ET. It looks really good. I threw out all the quake related stuff, but I got the jump pads working so I could explore around the map. A lot of the extra lights for the plants had to go. But all I wanted was to study the texture blending in a more practical application than the sample provided.

If you are going to do a lot of palm trees, Consider building new models that use fewer polygons or that you can LOD at a distance. And you may definitely want to use some of the other low level plants that Sock made for the POTM quake map. They are really nice.


(Avoc) #8

Diego, do you still have that ET version of POTM?


(-SSF-Sage) #9

The quake version of pom can just be opened in radiant like normally. I did it once and ran around. No need to hassle. Altho you probably would need to delete most of the entities if you wish to compile.


(Wezelkrozum) #10

I’m making a jungle level and now i’m using patches as terrain and rocks. Is that a good idea or know somebody why I mustn’t use these? I think it’s resulting in not squared terrains and hope it’s going to result in something great.


(murka) #11

caution with jungle… too many trees will result in a big fps hit, use low detail trees or.(does W:ET have lod stuff like etqw?)


(Wezelkrozum) #12

Yes it does. See the map 1944_beach. The grass is a lod thing. And it’s also in radar.
Bot how to do that?


(-SSF-Sage) #13

Look at the shader of the grass. If I remember right there is a line with something like distanceCull or something.


(Wezelkrozum) #14

I think it’s something like a key in the entity’s model


(-SSF-Sage) #15

Nope. It is the the line in the shader. I don’t know if there’s a secret shortcut using an entity key for it but atleast non of the reference I’ve seen covers it. Btw did you know patches are kinda distanceCulled too. If you look at them with r_showtris 1 and walk away, you will notice them getting lower on detail.

Ps.


 models/foliage/grass_5
{
    surfaceparm trans
    surfaceparm pointlight

    cull disable

    // distanceCull <inner&rt; <outer&rt; <alpha threshold&rt;
    distanceCull 256 1024 0.4                      //look at me

    {
        map models/foliage/grass_tan.tga
        alphaFunc GE128
        rgbGen exactVertex
        alphaGen vertex
    }
}

From LDR.


(Wezelkrozum) #16

aha. Cool to know :stuck_out_tongue:


(Diego) #17

Yeah, It’s hiding on my computer somewhere. I didn’t have quake III so I wanted a compiled version to check out. The sample Sock provided was ok, but it’s no substitute for seeing the technique applied in a more complicated and realistic fashion. I stripped out all the original entities and then added the basics required to load the map in ET. If you have quake 3, it’s a better visual reference than what I made. You can open the quake 3 version in radient though to see how the brushwork is laid out. But it won’t compile unless you strip out the conflicting stuff and give it a basic ET script.


(Diego) #18

Regarding the LOD, that shader is fine for grass, but I don’t think you want to use that for trees unless you set the cull distance high enough that you don’t see them pop off.

In Medal of Honor, the Trees have different LOD stages built into the models. The very lowest detail stage is just a flat rectangle with the texture of a tree on it. The middle stage would be very low res, with the full resolution tree above that.


(Moedervlekje) #19

What about a pyramid.
Story: After the axis concurred their first parts of Africa they want to steal artifacts from a pyramid. A secret group has been send to capture the artifacts and escape.

Objectives:
Axis

  1. Blow up entrance of the pyramid(Dynamite)
  2. Capture the artifacts
  3. Put the artifacts in a truck and escape in the dessert
    Allies
  4. Stop the axis from blowing up the entrance
  5. Stop the acis from stealing the artifacts
  6. Don’t let the axis escape with the artifacts

Truck barrier:
The truck has to drive through a lane, the sides are coverd by rows of obelisks.
Allies can blow up some obelisks to stop them. However axis can blow up the rubble.