TK-425 Posted December 18, 2004 Share Posted December 18, 2004 Thats fine. Link to comment Share on other sites More sharing options...
wedge2211 Posted December 18, 2004 Share Posted December 18, 2004 Originally posted by wedge2211 If you move the texture on the control point patches up just a tad, you won't have those wierd floating rings above the gradients. I also still think the fog should have a brown component, less blue-green and more brown-green (think of the colors you'd see in a forest as it faded into the distance). You can make a skybox show through fog by adding the line "q3map_nofog" or "nofog" to the sky shader under all the surfaceparms. I forget which specifically, try q3map_nofog first. Then, you can use the skybox as a foghull and the game will stop drawing your map at some distant point beyond the fog, but you'll always be able to see the sky images. I used this trick in my Corellian Platform Encounter duel to achieve a lightning-in-foggy-storm effect. Link to comment Share on other sites More sharing options...
monsoontide Posted December 18, 2004 Author Share Posted December 18, 2004 You may need to hit "refresh" in order to see the new pix above. I really don't want to have much fog - like in the last two screenshots (It's supposed to be more of a haze - and I' have it blue since making it more yellow or brown makes everything look really dirty - besides, distance haze tends more towards blue - since that's what I'm trying for rather than a fog as such - but I'm still tinkering and these are by no means final in any way) but it's that whole fps thing and I'm trying to disguise my distancecull settings. Link to comment Share on other sites More sharing options...
Lindsey Posted December 19, 2004 Share Posted December 19, 2004 Nice Battlefront textures Link to comment Share on other sites More sharing options...
monsoontide Posted December 19, 2004 Author Share Posted December 19, 2004 Thanks... They've been very handy... Just like using a regular texture set - though it's taken some work to convert them to JA Link to comment Share on other sites More sharing options...
wedge2211 Posted December 19, 2004 Share Posted December 19, 2004 Originally posted by monsoontide making it more yellow or brown makes everything look really dirty You can probably avoid this by making the fog not be drawn until some distance away from the player. That can be achieved with a worldspawn key that I unfortunately don't know...think GothiX does. That way things'll look "clean" until they suddenly fade into the forest. Link to comment Share on other sites More sharing options...
GothiX Posted December 19, 2004 Share Posted December 19, 2004 _fogstart And those terrain textures look horrible. Relief should be achieved via architecture, not textures. Link to comment Share on other sites More sharing options...
Nokill Posted December 19, 2004 Share Posted December 19, 2004 i have to say there is some nice progress in this map hope it will keep on getting better Link to comment Share on other sites More sharing options...
monsoontide Posted December 19, 2004 Author Share Posted December 19, 2004 GothicX - what are you talking about???? I know the ewok platform textures look terrible, but I haven't had a chance to "res them up" yet, and haven't decided the best way to make the platforms yet, whether using brushes, or making a md3 or ase - but it's a trade of between detail and fps, quality and speed. As for the terrain, it was generated by that terrain generating program. The textures themselves are unforunately small, but since I can't just wander out into a redwood forrest and take photo's I'm kinda limited. If you know where I can get better redwood forrest textures, by all means let me know. Currently I'm just trying to get the damn map working fast enough for multi-player. I am always open to helpful advice and input. Link to comment Share on other sites More sharing options...
Lil Killa Posted December 20, 2004 Share Posted December 20, 2004 you should make the triangles those "limbs" are on a lot bigger. It's a huge pole with some green sticking out of it Link to comment Share on other sites More sharing options...
monsoontide Posted December 20, 2004 Author Share Posted December 20, 2004 I've built a couple more tree models, so will try and get them in the game soon. Link to comment Share on other sites More sharing options...
GothiX Posted December 20, 2004 Share Posted December 20, 2004 Why use Easygen when you can use sweet new alphaMod blending? Bah, people these days. Also, default JA has better, more flat textures, that'd work quite well for this map. Link to comment Share on other sites More sharing options...
wedge2211 Posted December 20, 2004 Share Posted December 20, 2004 You could make some nice low-growth vegetation by making a leafy alpha shader and putting it on some patch meshes that snake all over the ground...that'd add some depth to the terrain. Link to comment Share on other sites More sharing options...
monsoontide Posted December 20, 2004 Author Share Posted December 20, 2004 alphaMod blending??? Perhaps if you have a tutorial (or link to tutorial) - really, I'm just trying to make this look as best I can. The JA textures are nice but don't look like redwood forrest textures - they tend to be a bit more er... "swampy" looking. I'll probably have to make my own - just not yet. I've been trying to make a sprite shader for undergrowth and while it works fine as a shader by itself, I can't get it to work as part of the terrain shader - it shows up in occasional places and then only from certain angles. Does anyone know the location of some sprite shader tutorials - it seems easy enough and my early tests looked fine - there just seems to be some conflict between the terrain shader and generating sprites. And again, please feel free to make suggestions for what you'd like to see / be able to do as part of the Siege map. Link to comment Share on other sites More sharing options...
Pahricida Posted December 20, 2004 Share Posted December 20, 2004 Socks Tutorial on Simland: http://www.planetquake.com/simland/pages/articles/terrain1_1.htm What GothiX is talking of is the "DotProduct2 + Alpha Fade Terrain" Function. I'm also fiddling around with it ... it's by far the most advanced way to texturize a terrain in Q3. Link to comment Share on other sites More sharing options...
TK-425 Posted December 20, 2004 Share Posted December 20, 2004 Reference pictures... Link to comment Share on other sites More sharing options...
monsoontide Posted December 20, 2004 Author Share Posted December 20, 2004 Hmm... I must be missing something - Isn't that what Easy-Gen does - alpha blending two textures together over a series of brushes to create seamlessly mapped terrain? It just all depends on the textures you are using I guess. Thanks for the ref pix. I'm gettin 4 days off over Xmas and another 4 over New Year so hope to get some work done... Current priority is to get the whole Siege thing up and working so if anyone is interested I'll be able to do some ALPHA testing to get the gameplay right, then I'll concentrate on getting all the detailing right. On my last SIEGE map I think I ended up changeing about 50% of the level after the last BETA test 'cos everyone was having trouble with the lifts. Link to comment Share on other sites More sharing options...
TK-425 Posted December 21, 2004 Share Posted December 21, 2004 Your welcome. Btw are you going to start from scratch with the AT-ST?(Ooo I hope you are going to) And I cant wait to see the animations:naughty: Link to comment Share on other sites More sharing options...
GothiX Posted December 21, 2004 Share Posted December 21, 2004 Originally posted by monsoontide Hmm... I must be missing something - Isn't that what Easy-Gen does - alpha blending two textures together over a series of brushes to create seamlessly mapped terrain? It just all depends on the textures you are using I guess. No, Easygen only uses stupid triangles. TWith this, you can make it all by hand. As well, Easygen doesn't do things as smoothly, and as CUSTOMISED as alphaMod. Link to comment Share on other sites More sharing options...
Mongo05 Posted December 21, 2004 Share Posted December 21, 2004 Oh yeah, well Easygen saves you time when you actually have a life!! Link to comment Share on other sites More sharing options...
monsoontide Posted December 21, 2004 Author Share Posted December 21, 2004 Stop that now... Yes, I see, I've read the article a bit more thoroughly - or more to say I've glanced at it a bit more thoroughly. But you'd still have to build the terrain out of brushes anyway - I was planning to do it that way but I have MAJOR time contraints on how long I can work on this each day. While I'm sure you are very busy yourself GothicX, perhaps you could assist me with making something better. I'm all out for making this as good as it can be as I've said before, and sometimes I just don't have either the experience or time to take care of certain aspects as well as I'd like... (Testing and retesting until you get something just right can eat up sooo much time!) P.S. Is there a way to rotate (Non animated - just for positioning within Radiant) an .md3 model around an axis other than the vertical? (I haven't researched this yet - just thought somebody may know) Link to comment Share on other sites More sharing options...
Mongo05 Posted December 21, 2004 Share Posted December 21, 2004 I think you have to remodel it which sucks. Link to comment Share on other sites More sharing options...
monsoontide Posted December 21, 2004 Author Share Posted December 21, 2004 Which is why I'm currently using the flat textures for the Ewok stuff... Link to comment Share on other sites More sharing options...
GothiX Posted December 22, 2004 Share Posted December 22, 2004 MonGo is wrong, use an "angles" key, use an X Y Z value. And I'd love to help, but I don't map anymore, I'm afraid. You can always PM me though, if you have questions. As for time constraints: It's Christmas soon, holidays should brig some time (assuming your boss is friendly enough to give you those days off), and hey, it's not like you have a deadline, right? Link to comment Share on other sites More sharing options...
Mongo05 Posted December 22, 2004 Share Posted December 22, 2004 Oh, I know that GothiX, I thought he meant like flipping it upside down you know? Link to comment Share on other sites More sharing options...
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