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Originally posted in Level Editing & Modeling

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Author Topic:   Sample Map: An explination (large images)
q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 03-03-2002 02:44 PM     Click Here to See the Profile for q Visit q's Homepage!    
More interesting info on overdraw is to be found here.........
http://www.quake3world.com/ubb/Forum6/HTML/020822.html?


deadpool99
Grunt

Posts: 60
Registered: Apr 2002

posted 04-08-2002 05:08 AM     Click Here to See the Profile for deadpool99    Click Here to Email deadpool99 
Im a newbie please help = )

"B: weapon clip on models to give a more realistic weapon impact" Sorry but i have no idea what you mean by weapon clip. I think you are using a weapon clip texture on the architecutre correct? Why is this necassary? How does it make it more realistic?

"C: Large clip brushes placed to stop the spectator seeing HOM or just placed so they can fly around without hitting roof beams etc." What is HOM?

QPsiren
Guildhall Professor

Posts: 2382
Registered: Jan 2000

posted 04-08-2002 05:38 AM     Click Here to See the Profile for QPsiren Visit QPsiren's Homepage!   Click Here to Email QPsiren UIN: 142056528UIN: 142056528 
B: If you don't use weaponclip on models, your projectiles (rox, pg, whatever) will pass straight through the model.
Models are nonsolid by default, so you have to make them "solid" with weaponclip.

C: HOM=Hall Of Mirrors, a historical term that started back in Doom editing days (IIRC) - it's what happens when the game renders a part of the map that doesn't have a texture associated with it. Many of the id skyboxes don't have bottom pictures, so you get HOM if you look "down" onto the skybox bottom.

EDIT: you also get HOM if you have any visible caulk textures in your map.

Hope that helps.

[This message has been edited by QPsiren : 04-08-2002.]

Hydrus
The Afflicted

Posts: 763
Registered: Jul 2001

posted 04-08-2002 05:42 AM     Click Here to See the Profile for Hydrus Visit Hydrus's Homepage!   Click Here to Email Hydrus 
Quakin, anyone... ive just noticed this thread and tried to get the files from both mirrors but neither file exists! is there any place I can get the files??


Maj
Can't Be Arsed

Posts: 2526
Registered: Dec 1999

posted 04-08-2002 05:49 AM     Click Here to See the Profile for Maj Visit Maj's Homepage!    
quote:
Originally posted by QPsiren:
[HOM]'s what happens when the game renders a part of the map that doesn't have a texture associated with it. Many of the id skyboxes don't have bottom pictures, so you get HOM if you look "down" onto the skybox bottom.

That's not quite true. HOM occurs when the engine doesn't render anything on a portion of the framebuffer, so what gets displayed is whatever was there the previous frame*. This is why you get 'trails' appearing if you rotate around next to a piece of HOM.

A missing texture would cause HOM in Doom, and holodeck in q3. The HOM on the bottom of cloud skies is simply because the bottom is not drawn at all.

* Not entirely true, but you don't need to know the details ;].

QPsiren
Guildhall Professor

Posts: 2382
Registered: Jan 2000

posted 04-08-2002 06:20 AM     Click Here to See the Profile for QPsiren Visit QPsiren's Homepage!   Click Here to Email QPsiren UIN: 142056528UIN: 142056528 
Thanks for the clarification Maj.

/me stands corrected.

q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 04-08-2002 09:39 AM     Click Here to See the Profile for q Visit q's Homepage!    
quote:
Originally posted by Hydrus:
Quakin, anyone... ive just noticed this thread and tried to get the files from both mirrors but neither file exists! is there any place I can get the files??

I removed the map/bsp from my site to free up space but snick was good enough to put in a working mirror into the thread for me. That mirror does work. So does the original 1 for just the map. I just tested both of them. The zip with both is also on fileplanet under Q3 DM maps if you still cant get those 2 links to work.

--------------------

Q's Maps



Alm0ndsic
Rookie

Posts: 38
Registered: Nov 2001

posted 04-08-2002 06:58 PM     Click Here to See the Profile for Alm0ndsic     
good to see this bumped up..needed the help


scancode 2
Gibblet

Posts: 11
Registered: Sep 2001

posted 04-09-2002 12:41 AM     Click Here to See the Profile for scancode 2 Visit scancode 2's Homepage!   Click Here to Email scancode 2 
I don't mean to be counterproductive here, but I ranted a bit about some of the things mentioned here tonight on my website. If you care, give it a read.

Aswell, that jump pad construction in the first post almost made me cry. Thats so wrong man. lol. Just relax and let the brushes flow.
http://www.planetquake.com/scancode/

- Scancode
www.threewave.com


q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 04-09-2002 01:52 AM     Click Here to See the Profile for q Visit q's Homepage!    
I'm not telling anyone they have to build like I do. I personaly dont like overdraw because for 1 thing it looks like crap on my gfx card (many maps look horrible in 16 bit for that reason) and for another even if you avoid the t-junction issues that can cause extra tris overdraw still hurts fps. I did some tests and as little as 5% on screen overdraw was giving lower fps than all the extra tris needed to remove it.

Mostly its it way it looks like shit I dont like though. It can also show in 32bit. BTW seems that you think nobody plays in 16bit. Well practicaly every player I know does. We cant all afford a GF3 or better just yet. I think as long as Q3 is being played there will be plenty of people playing in 16 bit still.

--------------------

Q's Maps



scancode 2
Gibblet

Posts: 11
Registered: Sep 2001

posted 04-09-2002 02:54 AM     Click Here to See the Profile for scancode 2 Visit scancode 2's Homepage!   Click Here to Email scancode 2 
Sorry Q, I didn't mean to make my little rant sound like it was totally against you. I was pretty much joking around. Guess I shouldn't have followed into it with that crack about the jp. ;]

The main reason I had to go off about things, is that alot of newbies to mapping come in and read all this stuff and they get confused and start building maps in complicated ways that they don't really understand. Like building a caulk hull. Thats sorta extremist, I prefer a simpler appraoch such as detailing all outdented geometry and caulking behind. If I where new to mapping and looking for advice, I wouldn't want to deal with using 4 brushes to make one beam.

Yeah, I realize people play in 16bit. It's just sorta a joke to me because in practice 32 bit is as fast as 16 bit in low resolutions and there are no cards on the market that are still only capable of 16bit color, that can run the games to begin with. I ran 32bit with my 16meg tnt2 without a performance hit at 640x480. So I'm just saying I wouldn't bother designing around it. Just look for bugs and call it a day. :]

Anyway, I obviously have a differing view on map construction then alot of people, I was tossing my views around with geit in irc earlier. That was sorta just fueling me up.

- Scancode
www.threewave.com



q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 04-09-2002 08:30 AM     Click Here to See the Profile for q Visit q's Homepage!    
I use 16 bit because on my crap PC it gives me an extra 20-30 fps. Lots of other players do as well. All going for the magical 125. Would be nice if 32bit was as fast on my pc as 16 cos It would make a lot of maps look nicer

I know the way I do things is a bit hard to understand for new mappers. Going by the detail brush thread running ATM the whole caulk hull method should carry a health warning along the lines of 'Do not attempt this method unless you fully understand hints'. Having said that, for more advanced mappers it is a very good way to build.

I think my hate of overdraw comes from using a gf2. I see it from very close with that card. So on that jp you dislike if I had used a square brush I would have seen z-fighting from the top of the shaft & seen a visible effect from a lot closer than that.

Cant wait to map for D3. I somehow feel that 16bit zifighting wont be an issue! Only problem is finding the cash for a PC that will run the damn game

--------------------

Q's Maps



Legshot
Commander

Posts: 131
Registered: Feb 2002

posted 04-10-2002 07:31 PM     Click Here to See the Profile for Legshot Visit Legshot's Homepage!    
quote:
Originally posted by q:
Cant wait to map for D3. I somehow feel that 16bit zifighting wont be an issue! Only problem is finding the cash for a PC that will run the damn game

I HEAR YOU BROTHER, I HEAR YOU



SPoG-w0rk
Rookie

Posts: 42
Registered: Aug 2001

posted 05-26-2002 03:51 AM     Click Here to See the Profile for SPoG-w0rk     
Quakin: interesting thread =).
Your methods look almost identical to the ones I used for dmmq3dm3 and for the DC-Q3 maps. I've never written something like this though because I'm not sure it's the best way to teach people stuff =).

Since you've figured this stuff out for yourself, you know all of the reasoning behind the methods.. but someone looking at this thread may not realise the reasoning. If they find themselves in a situation that hasn't been explained in this thread, they won't know what to do =).

That's why I advocate making people figure it out themselves... it obviously worked for you =). Having said that, I do think this thread is useful because it makes people think.. and you're backing up the examples with the reasoning behind them too. I can guarantee you'll see people completely misinterpreting the methods =).. but that's their problem I suppose.

djbob
UnRegistered
posted 05-26-2002 04:39 AM          
quote:
Originally posted by SPoG-w0rk:
Quakin: interesting thread =).

Since you've figured this stuff out for yourself, you know all of the reasoning behind the methods.. but someone looking at this thread may not realise the reasoning. If they find themselves in a situation that hasn't been explained in this thread, they won't know what to do =).


*cough* with a little help from his friend(s)



q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 05-26-2002 06:01 AM     Click Here to See the Profile for q Visit q's Homepage!    
Yeah more than a litte

--------------------

Q's Maps



Aramique
The Black Sheep

Posts: 332
Registered: Apr 2001

posted 05-26-2002 12:43 PM     Click Here to See the Profile for Aramique    Click Here to Email Aramique UIN: 119432565UIN: 119432565 
er...I agree with spogwork yet I disagree with spogwork.

Well, anyway, Quakin' is the man. He helped me when I couldn't figure it out....until I was at a point when I could start to figure it out myself...

I undertstand why this thread may be hard for total newbies...

I mean, let's face it, Q is extremist.


I miss the days when I selected a texture and just slapped all the brushes down. Overlapping, no detail no caulk

member q?

: Havoc
UnRegistered
posted 07-01-2002 03:15 PM          
quote:

B: large brushes placed over multiple detail brushes to optimise AAS calculations. I could have used playerclip for this job but I use botclip as I like to be able to filter out everything I place for the bots and just look at the clipping I place for humans.

there is a filter for botclip?


HAVOC{PR}
. . . « §åvågeS¢stas¥ » . . .

q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 07-01-2002 03:21 PM     Click Here to See the Profile for q Visit q's Homepage!    
No, but you can easily select 1 face then do a select all and then hide it. Same as with any texture.

I was about to give you a link to this thread in yours. Oh the irony.

--------------------

Q's Maps



q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 07-01-2002 03:24 PM     Click Here to See the Profile for q Visit q's Homepage!    
quote:
Originally posted by Aramique:
I miss the days when I selected a texture and just slapped all the brushes down. Overlapping, no detail no caulk

member q?


Fraid I dont as I was building with caulk and texturing visible faces from my 1st map. I read somewhere that was how you did it so thats what I did.

--------------------

Q's Maps



: Havoc
UnRegistered
posted 07-01-2002 05:45 PM          
quote:
Originally posted by q:
No, but you can easily select 1 face then do a select all and then hide it. Same as with any texture.

I was about to give you a link to this thread in yours. Oh the irony.


whats the command for that? (select all of a texture )

why would u link me here? this doesnt help, no offense.

good for starting off, but the problem is i know the tricks -- they just aint workin.

HAVOC{PR}
. . . « §åvågeS¢stas¥ » . . .

djbob
UnRegistered
posted 07-01-2002 06:38 PM          
shift-a

also works for selecting entities of a type

: Havoc
UnRegistered
posted 07-01-2002 08:22 PM          
thx


HAVOC{PR}
. . . « §åvågeS¢stas¥ » . . .

jetscreamer
Insane Quaker

Posts: 372
Registered: May 2002

posted 09-12-2002 10:05 AM     Click Here to See the Profile for jetscreamer     
bumpped for safety purposes


burnzfu
Recruit

Posts: 2
Registered: Aug 2002

posted 11-06-2002 05:20 AM     Click Here to See the Profile for burnzfu    Click Here to Email burnzfu UIN: 86134923UIN: 86134923 
font color=white
quote:
Originally posted by Quakin':
Nah dont do that. For 1 thing many of us who know what we are doing are moving on to other games and for anoter we were all hopeless at 1 time. I was a useless newb a year ago

Q



Don't give up bro! take this tutorial and master the
possabilitys


rrroooaaarrr
UnRegistered
posted 11-06-2002 05:27 AM          
I forgot to mention that q's idea of doing the floor plan first and play-testing it for scale, layout etc, is a really good one, I've now by and large adopted that approach myself.


- Bm11add9 -

LodeRunner
The Afflicted

Posts: 708
Registered: Oct 2002

posted 11-06-2002 02:41 PM     Click Here to See the Profile for LodeRunner Visit LodeRunner's Homepage!   Click Here to Email LodeRunner 
Regarding botclip filtering, you cant' filter botclip per se, but you can filter Clips in general. This will filter all botclip, playerclip, weaponclip, etc. It's useful when you have architecture that you need to change that's behind a clip of some sort or another.

------------------


q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 11-06-2002 02:58 PM     Click Here to See the Profile for q Visit q's Homepage!    
quote:
Originally posted by q:
No, but you can easily select 1 face then do a select all and then hide it. Same as with any texture.

--------------------

Q's Maps



Stinky
Grunt

Posts: 56
Registered: Sep 2002

posted 11-30-2002 06:33 PM     Click Here to See the Profile for Stinky Visit Stinky's Homepage!   Click Here to Email Stinky 
quote:
Originally posted by Aramique:

If I was a newbie looking at this topic now, I'd be like, "Woah...I'd never have thought it involves this much stuff..."


Yes i am......

CannedMan
Recruit

Posts: 1
Registered: Jun 2003

posted 06-03-2003 03:56 AM     Click Here to See the Profile for CannedMan    Click Here to Email CannedMan 
Heavy fuel...

It definately got me going. I just read through the whole thread, after finding the link from www2.gvsu.edu/~bickelj/quakin via Map-center. Doing the floor first is an excellent idea. I'll try adopting it myself. It's also good to get encouragement to not stop mapping. Maybe I'll get good some day, too.

Q: Did you guys start out by creating tiny maps? Is that the best approach, or should one start out with the larger ones at once? Opinions wanted!

------------------
The 1 & only Canned Man,
a. k. a. CANnibal.
The first map I've published (beta): http://www.fileplanet.com/files/110000/113795.shtml


corsair
diabolical bezier hugger in disguise

Posts: 4297
Registered: May 2001

posted 06-03-2003 05:11 AM     Click Here to See the Profile for corsair Visit corsair's Homepage!   Click Here to Email corsair UIN: 63411885UIN: 63411885 
if you create smaller ones, you get a finished map faster, so you go from the first stage to the last quicker, if you continue creating a few small maps you get the hang of it faster ofcourse, if you start with larger maps you would end up with stuff that doesnt fit in it anymore, and you'll continiously be changing what you've mapping before as you know more and more while youre mapping.

but its up to you, just map, ask, and learn O.o

Vegard
UnRegistered
posted 06-03-2003 07:30 AM          
i just started mapping on a map i created ages ago, almost deleted the hole thing as it was so bad

------------------
Do i preach to you when you'r lying stone in the gutter?
NO!
Now beat it!..


q
True Nightmare

Posts: 3484
Registered: Feb 2001

posted 06-03-2003 07:35 AM     Click Here to See the Profile for q Visit q's Homepage!    
My 1st map was a little space map that took a couple of days. 'This is easy' I say to my self and launch into trying to make a whole line of monster size maps. Most of them were never finished and those that were are probably never played! Small maps are definetly more popular and if you make small ones you will get more regualr feedback because of the shorter buildtimes. Probably useful for a beginer.

--------------------

Q's Maps



corsair
diabolical bezier hugger in disguise

Posts: 4297
Registered: May 2001

posted 06-03-2003 07:51 AM     Click Here to See the Profile for corsair Visit corsair's Homepage!   Click Here to Email corsair UIN: 63411885UIN: 63411885 
my first map wasnt a map, it was 1 single room with some weird height difference and some funky sprites in it... with duke3d that is O.o

AE-on
UnRegistered
posted 06-03-2003 09:14 AM          
That was my 3rd map for duke3d... Stairway made of sprites... the map can still be downloaded by the way.

AEon

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