Hello everyone.
I’m creating my first map for Jedi Academy and I have encountered several problems. Because I’m not a Q3A engine guru I’d appreciate your help in solving them.
I use:
- q3map2 v2.5.12 – the latest “stable� at this moment,
- GtkRadiant 1.2.13 (1.2) and
- QMapToolz.
When compiling the map I use the following ‘generic’ options:
BSP: q3map2.exe -meta …
VIS: q3map2 -vis -saveptr …
LIGHT: q3map2 -light -fast …
The first problem and question is about the “Vis stage” processing. I’ve noticed that some structures, the entities to be more specific, are visible for the game engine even if the player is separated from them! Is it a problem with my map, game engine or q3map2?
Here is the fist example:
http://www.mslaf.com/projects/corda/problems/problem_visproblem11.jpeg
http://www.mslaf.com/projects/corda/problems/problem_visproblem12.jpeg
http://www.mslaf.com/projects/corda/problems/problem_visproblem13.jpeg
And the second one:
http://www.mslaf.com/projects/corda/problems/problem_visproblem21.jpeg
http://www.mslaf.com/projects/corda/problems/problem_visproblem22.jpeg
The entity’s type is func_static.
Second question is also about the Vis stage processing and the “custom� hints. When I add some not rectangular hint brushes a strange thing happens. The hint used in one room seems to be applied to any other rooms that are located in a completely different part of my map. Where’s a problem. It looks like unnecessary waste of portals:)
Screenshot from an editor:
http://www.mslaf.com/projects/corda/problems/problem_badhints.jpeg
This one is the most frustrating problem: the “vertex” shaders. I’ve got some of them used in my map and when I apply such shader to a normal brush everything is fine but when I apply it to the entity (like an infamous func_static) the shader becomes black - no light is applied to it. What’s wrong?
This is my shader:
textures/mslaf_floors/flooree_02a_vxphong
{
qer_editorimage textures/mslaf_floors/flooree_02a
q3map_material SolidMetal
q3map_shadeangle 120
q3map_nonplanar
q3map_splotchfix
q3map_onlyvertexlighting // for ShaderEd2 “compatibility”
q3map_nolightmap
{
map textures/mslaf_floors/flooree_02a
rgbGen vertex
}
}
One example:
http://www.mslaf.com/projects/corda/problems/problem_vxphong1_normal.jpeg
http://www.mslaf.com/projects/corda/problems/problem_vxphong1_lightmap.jpeg
http://www.mslaf.com/projects/corda/problems/problem_vxphong1_fullbright.jpeg
and the second example:
http://www.mslaf.com/projects/corda/problems/problem_vxphong2_normal.jpeg
http://www.mslaf.com/projects/corda/problems/problem_vxphong2_lightmap.jpeg
http://www.mslaf.com/projects/corda/problems/problem_vxphong2_fullbright.jpeg
The funny thing is, that the problem disappears when the map is leaked!
Is there a way or a shader that would tell the q3map2 TO NOT create portals in specific places? The skip shader doesn’t work and the antiportal is for different things.
This is a standard behavior:
http://www.mslaf.com/projects/corda/problems/problem_antiportal1.jpeg
and I’d like to have something like this:
http://www.mslaf.com/projects/corda/problems/problem_antiportal2.jpeg
but I’m not sure if it’s technically correct or possible.
