lukeskywalker1 Posted August 21, 2003 Share Posted August 21, 2003 everything looks like its working.... just whats a hieghtmap? I dont understand that... EDIT: nevermind i get it now Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 21, 2003 Share Posted August 21, 2003 (I assume you're using q3map2 to compile) ummm.. what if you dont. My comp cant handle GTK radiant so i use JK2radiant. Ive done all i can to speed GTK up... but its just too slow. Anyways, would i just leave it at standard? Link to comment Share on other sites More sharing options...
rgoer Posted August 21, 2003 Author Share Posted August 21, 2003 You can use q3map2 without using GtkRadiant. You can download the latest version of q3map2 (version 2.5.6) here. Then download q3map2toolz and set it up like so: "Game:" should read either "Jedi Knight2-MP" or "Jedi Knight2-SP" (depending on what you're working on); for "Path to jk2mp.exe/jk2sp.exe" just browse to the .exe it's looking for; for "Path to sof2map.exe/q3map.exe" hit "Browse" again, but this time browse to wherever you installed q3map2--you'll have to tell it to look for "*.exe" and then you can select q3map2.exe; ignore the rest of the settingns and hit ok. Now, you can use q3map2toolz to compile your map with q3map2 and gain access to all the uber features. Link to comment Share on other sites More sharing options...
wedge2211 Posted August 21, 2003 Share Posted August 21, 2003 You can download q3map2 separately at http://www.shaderlab.com. Then...basically you open up the compile batch file that JK2Radiant generated, and replace all the references to the SOF2MAP program with the path to the q3map2 .exe. I think you don't need to do anything other than that (oh, the -bsp flag is unnecessary, but q3map2 will take care of it), but you can do so much more cool lighting stuff with q3map2's compile-time options... Oh, add the -meta switch to the BSP phase command. And leave -fast in the light phase, even if it's a final compile. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 21, 2003 Share Posted August 21, 2003 I think i got it right. ill test it right now... anyways, so i make my map with jk2 radiant, and then i load up the toolz thing to compile? ill just test it out. another question, which is the best compile? right now, ill just try bsp-fullvis -light -extra ********* whoa, the map looks a lot different. I did have 1 problem. You know that shader for the vents? (i was using my cutscene map, the vent kyle hit with his saber) everything looks super bright in the tunnel, but when he breaks the grid it looks normal, whats wrong with that? should i just use a different grid thing? Link to comment Share on other sites More sharing options...
rgoer Posted August 21, 2003 Author Share Posted August 21, 2003 the "best" compile in q3map2 would look something like this: bsp -meta; vis -fullvis; light -fast -patchshadows -samples 3 -samplesize 1 -bounce 8 Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 22, 2003 Share Posted August 22, 2003 Argg... I dont seem to get the texture to work either... and i dont really understand the shader thing... I used yavin textures, and called everything (where you put tutorial) rocky including the map. so it was rocky.shader rock.pcx rocky.map heres the shader: textures/rocky/terrain_0 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/greenblock.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_1 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/s_rock2.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_2 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/s_rock3.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/stone.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/lighturth.jpg } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_0to1 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/greenblock.jpg } { map textures/yavin/s_rock2.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_0to2 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/greenblock.jpg } { map textures/yavin/s_rock3.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_0to3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/greenblock.jpg } { map textures/yavin/stone.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_0to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/greenblock.jpg } { map textures/yavin/lighturth.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_1to2 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/s_rock2.jpg } { map textures/yavin/s_rock3.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_1to3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/s_rock2.jpg } { map textures/yavin/stone.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_1to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/s_rock2.jpg } { map textures/yavin/lighturth.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_2to3 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/s_rock3.jpg } { map textures/yavin/stone.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_2to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/s_rock3.jpg } { map textures/yavin/lighturth.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain_3to4 { q3map_lightmapsamplesize 64 q3map_lightmapaxis z q3map_texturesize 512 512 q3map_tcGen ivector ( 128 0 0 ) ( 0 128 0 ) { map textures/yavin/stone.jpg } { map textures/yavin/lighturth.jpg alphaGen vertex blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO tcGen lightmap } } textures/rocky/terrain.vertex { { map textures/yavin/greenblock.jpg rgbGen vertex } } sorry if you answered this, but i dont get it BTW, im not worrying about the lightmap right now, if thats required then ill do it though... thanks Link to comment Share on other sites More sharing options...
rgoer Posted August 22, 2003 Author Share Posted August 22, 2003 Did you add "rocky" to shaderlist.txt before you compiled? And did you "sv_pure 0" before you devmap'ed your map? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 22, 2003 Share Posted August 22, 2003 no i didnt add so ill just recompile. Anyways, im using SP so i dont think i need the sv_pure 0 but ill type it in just in case... ____ nope didnt work (BTW, i said it was called rock.pcx it was rockY.pcx sorry i misspelled that in here) additional info: rocky.pcx is in the base directory rocky.shader is in the shaders directory, and rocky.map is in the maps directory. (might have something in the wrong directory) took a screenshot of the console... maybe it will help.. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 22, 2003 Share Posted August 22, 2003 textures/common/terrain { q3map_terrain surfaceparm nodraw surfaceparm nolightmap surfaceparm nomarks } I have to put this in my shader at the end? Ill try that out and compile... maybe it will work... just asking would i put: textures/rocky/terrain { q3map_terrain surfaceparm nodraw surfaceparm nolightmap surfaceparm nomarks } ? Link to comment Share on other sites More sharing options...
rgoer Posted August 22, 2003 Author Share Posted August 22, 2003 No, it needs to be "textures/common/terrain" Look up in the tutorial--when it came time to export the "Terrain Entity," you told it to texture it with "common/terrain." That's what this shader is for. "common/terrain" is a "special" shader that Quake understands--it's what tells Quake to look in your shader file for the rest of your terrain shaders. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 22, 2003 Share Posted August 22, 2003 YEAH!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! it finally worked. But theres 1 problem, sometimes when im on flat ground and i look down, it looks like the void is showing up, but when i look straight its ok. Any idea whats with this? Maybe it just needs to be in a pk3 file... anyways, thats awesome... thanks a lot!!!! Link to comment Share on other sites More sharing options...
rgoer Posted August 22, 2003 Author Share Posted August 22, 2003 Screenshots? That would really help me diagnose what's going on immensly... Link to comment Share on other sites More sharing options...
wedge2211 Posted August 22, 2003 Share Posted August 22, 2003 Seeing the void is a VIS issue. Is your terrain made of structural brushes? That could be a problem. Link to comment Share on other sites More sharing options...
rgoer Posted August 22, 2003 Author Share Posted August 22, 2003 Ah--yes. Terrain should always, always, always be detail brushes. Never structural--terrain made of structural brushes would rape your comp during VIS compile. However, since the terrain is detail, you need a structural "caulk hull" around it. That may be your problem, Luke. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 22, 2003 Share Posted August 22, 2003 Yeah that was the problem... thanks a lot!!! :D This is really useful once you know how to use it Link to comment Share on other sites More sharing options...
rgoer Posted August 23, 2003 Author Share Posted August 23, 2003 So let's see some shots of what your working on, now that you've got it figured out! Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 23, 2003 Share Posted August 23, 2003 Well, that was a test.. sort of. my current WIP: JKII MOVIE FOR SP Ill be using this though, when i get to the ground fight I hope to have pt. 2 completly finished by tonight, and upload it... then ill do some major work on what i started on in pt. 1 shot of my test: (i just threw in a bunch of lights, so its too light in some places...) then when i finally finish this movie, ill finish this with the easygen terrain. It was a clan map, but the clan... lets say it failed... so i stopped working on the map (also FPS problems) the rocks looked nice (i never finished, but there was too much z-fighting) then i used patches for hills, and just had whole lot of detail, atsts, atpts, ships, storage rooms, the logo all over the place anyways, im ganna remake it... it will be awesome.. then with the JA scripting in mp, im ganna have a tie fighter flying around the map (looped) Link to comment Share on other sites More sharing options...
Eldritch Posted August 23, 2003 Share Posted August 23, 2003 Please just be sure to use sunlight for the outdoor areas instead of light entities... the spots look really unnatural. Not bad otherwise, though. Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted August 24, 2003 Share Posted August 24, 2003 yeah it was a rush job.. took like 30 seconds, just kept hitting space and moving the mouse (i really wanted to see if it worked ) uhh.. how do you use sunlight? Link to comment Share on other sites More sharing options...
71M Posted November 3, 2003 Share Posted November 3, 2003 You apply a specific command in the skybox's shader script, and then q3map will calculate and apply the sunlight while it compiles your map. I just quickly found a page that talks about it in more detail. It's for Q3, but there is virtually no difference between the two. http://www.planetquake.com/lordsquart/Tutorials/_english/basic/tutorial10/main.htm -TiM Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted November 3, 2003 Share Posted November 3, 2003 Yeah, i got it now using the entites stuff (_sun 1) BTW, is there anyway to increse the size of the terrain area? I just want to know, because the size it gives isnt big enough for me.... Link to comment Share on other sites More sharing options...
<EJK>DevMapAll Posted January 14, 2004 Share Posted January 14, 2004 Just use an image bigger than 33X33 for your heightmap, that's what I did. Also, I am having trouble. I have everything, the easygen file, the .shader in the right place, but when I load up Radiant (I'm using GTKRadiant 1.4.0) and try to load my .map, it says 'Cannot find active shader: textures/common/terrain (or something close to that) then freezes up. Any idea? Link to comment Share on other sites More sharing options...
seks03 Posted January 14, 2004 Share Posted January 14, 2004 sorry but what is everyone so excited about? the images are not coming up. Does anyone have them? Link to comment Share on other sites More sharing options...
lukeskywalker1 Posted January 14, 2004 Share Posted January 14, 2004 lol, this thread is old, so most of the images are gone... Also, I am having trouble. I have everything, the easygen file, the .shader in the right place, but when I load up Radiant (I'm using GTKRadiant 1.4.0) and try to load my .map, it says 'Cannot find active shader: textures/common/terrain (or something close to that) then freezes up. Any idea? I think the shader came with GTK... Im not sure though.. try to reinstall gtk or something. check this site, it has pics of something he did with easy gen.. http://digilander.libero.it/ilbanca/files_easygen.htm? Link to comment Share on other sites More sharing options...
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