Q3Map2 2.5.15 - Imagine...


(ydnar) #1

Q3Map 2.5.15 - Soapbox

Lots of cool bling. Thanks to spog and all the kids on the Q3Map2 forum for finding all the bugs in 2.5.14 and the 2.5.15 development builds. I survived my bike ride to LA, and managed to raise over $4000 for AIDS treatment and research. Thanks to everyone who supported me with a donation or simply kind words and encouragement!

Download: Win32 - Linux x86

Readme

Version history/changes:



2.5.15 (2004-07-08)

- New: q3map_rgbGen, q3map_rgbMod or q3map_colorGen, q3map_colorMod
- New: q3map_alphaGen const (like q3map_alphaMod set)
- New: q3map_noVertexLight to suppress overwriting of vertex rgb
- q3map_backShader now works again, can be used instead of
  q3map_cloneShader + q3map_invert on the target shader
- q3map_alphaMod volume brushes in func_group entities will now only
  affect that entity's surfaces
- q3map_clipModel now works on trans/nonsolid shaders, allowing
  simplified clipping surfaces in models
- Fixed bug in alphaMod code where only the first vertex was being
  modded (thanks Ratty)
- Vis exits instead of crashing with divide-by-zero when there are
  no portals on simple box maps
- All of a surface's lightmaps must be solid or not solid, fixing
  ST coord problem with non-Raven games using lightstyles
- Reverted a change in the meta code which was causing lightmap coord
  overflows and ugly self-shadowing errors on surface boundaries
- Any use of lightstyles automatically sets -nocollapse to reduce
  total shader counts
- Tenebrae lightmap size changed to 512x512


y

Imagine a orld ithout ar, ithout anton aggression, ithout ’ '.


(Zombie13) #2

w00t thanks ydnar :slight_smile:

Zombie


(Codja X) #3

How did you get the terrain to look so real?

Also, can I ask what q3map_colorGen, q3map_colorMod do?

With rgbMod you can change the saturation and the brightness of a texture so with q3map_colorMod, can you change the Hue of a texture?

It would be pretty cool for neon signs and disco lights without having to setup a lot of different stages.


(ratty redemption) #4

cool and I agree with Codja X, those color mods would be helpful if they work like that? :slight_smile:

well done for the fund raising, and nice to see a pic of you man :slight_smile:


(obsidian) #5

Nice bike! I would probably get a hernia trying to lift my bike like that.


(ydnar) #6

Carbon fiber is a great material… :wink:

Here is an example of something cool you can do with q3map_rgbGen. I made them specifically for the Simpsons ET map:


// final destination shader

textures/rgbmod/white
{
	q3map_noVertexLight	// leaves vertex rgb alone
	{
		map $lightmap
		rgbGen indentity
	}
	{
		map textures/rgbmod/white
		blendFunc GL_DST_COLOR GL_ZERO
		rgbGen vertex
	}
}


// original shaders, put on geometry

textures/rgbmod/red
{
	q3map_rgbGen set ( 1 0 0 )
	q3map_remapShader textures/rgbmod/white
}

textures/rgbmod/green
{
	q3map_rgbGen set ( 0 1 0 )
	q3map_remapShader textures/rgbmod/white
}

textures/rgbmod/blue
{
	q3map_rgbGen set ( 0 0 1 )
	q3map_remapShader textures/rgbmod/white
}

textures/rgbmod/yellow_tilted
{
	q3map_rgbMod dotProduct ( 0 0.25 1.0 )
	q3map_rgbMod scale ( 0.85 0.9 1.0 )
	q3map_remapShader textures/rgbmod/white
}

y


(Maggumaster) #7

Cool, thx ydnar, this will help me to improve the performance of my springfield map. Let´s hope it will be playable on a server in the next version g

greetz
Maggumaster


(seremtan) #8

Great! So what does all this do?


(NOP) #9

I posted this sample map a while ago when you first released alphaMod brushes and it worked fine then.
I recompiled it today with 2.5.15 but it doesn’t seem to be working. Here’s a screenie of the problem. What’s going on?


(ydnar) #10

What shader are you using on the volume brush? Can you post it, in a CODE tag?


(NOP) #11

these are the volume brush shaders.
Can someone also please compile the map with their 2.5.15 and see if it works. Just to make sure it’s not something stupid like some mistake in my settings/paths/whatever…


textures/common/alpha_60
{
	qer_trans 0.5
	q3map_alphaMod volume
	q3map_alphaMod scale 0.6
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
}

textures/common/alpha_25
{
	qer_trans 0.5
	q3map_alphaMod volume
	q3map_alphaMod scale 0.25
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
}

textures/common/alpha_0
{
	qer_trans 0.5
	q3map_alphaMod volume
	q3map_alphaMod scale 0
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm trans
}



(rgoer) #12

NOP try using “set” instead of “scale”

Sock was having similar troubles in 2.5.15, and changing to “set” sorted him out


(NOP) #13

Yes using set instead of scale fixes the problem.
Does this mean that the scale command is broken though? It doesn’t make much difference anyway since most of the time they’re used to modify an alpha of 1 so scaling and setiing is the same thing, but I was just wondering…
Anyway…thanks a lot for the help, I’ll update the sample map as well to reflect the changes.


(ydnar) #14

Check the development build. I reordered the alpha/color mods so that volume brushes happen last, after per-shader colormods.

y


(NOP) #15

nope…using scale still doesn’t work.