[map] Bloodprison-CTF

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

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Postby tZork » Sun Nov 19, 2006 12:09 am

Ed wrote:
Strahlemann wrote:I noticed some more misaligned textures here and there:

Fixed. Those ones at the top I'd been putting off and hoping no one noticed them.

Strahlemann wrote:Also the corresponding lights in the red base should get a red touch instead of a blue one

The blue was the original light colour. I've changed it now so that they're red and blue coordinated. They're only hints at 1 .75 .75 and .75 .75 1 now. The central area lights are a mixture of pale yellow (the original) and white.

Strahlemann wrote:And add some _glow to these lights:

I've tried that now by setting the entities _glow to 0.5. That made no difference. Am I doing it wrong?

the _glow Strahlemann is speaking abt are proly a texture. Darkplaces uses aditional textures to produce varios effects, glow is one of thise. The proccess if fairly simple, just make a texture named basetexture name + _glow.ext (ex coollight.tga -> coollight_glow.tga) and do your glow image (represent what parts of the texture that glows, just look at the included ones for an example)
Strahlemann wrote:This hallway is definitely too dark:

Fixed. The one light wasn't enough so there are now three. I've also modified the gap jump to be a bit smaller.

Strahlemann wrote:And there's the old "black items"-bug which was caused by scaling up the map.

I've seen this too. I don't really understand SavageX's explanation of how to fix it so it's going to have to stay as is until I work out what I need to do to fix it.


1. select some brush not assosiated with a door or any other ent, hit the "e" key to bring up the entity editor. in the key/value part enter "_keeplights" as key and "1" as value, hit enter and close that window.

2. compile your map's -meta stage with the param -scale 1.2

3. rename/move the map source, just to make sure.

4. run the -vis and -light stages.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
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Postby divVerent » Sun Nov 19, 2006 9:13 am

In form of a sequence of shell commands:

Code: Select all
q3map2 -bsp -meta ... mapname.map
q3map -scale 1.2 mapname.bsp
mv mapname_s.bsp mapname.bsp
q3map2 -vis ... mapname.map
q3map2 -light ... mapname.map
rm -f mapname.srf


HTH
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Ed » Mon Nov 20, 2006 1:25 pm

Thanks for the compile tips. I've tried doing this and it's not worked properly at all. I've ended up with a map where the world isn't lit properly at all.

I first tried doing as divVerent suggested and the BSP produced at the first stage and some very strange collision problems so instead I ran the -meta stage through gtkradiant. This gave a BSP with good collision.

I then scaled it:
Code: Select all
q3map2 -scale 1.2 ~/.nexuiz/data/maps/doubleprison.bsp

It still worked fine. I then vis'd it:
Code: Select all
q3map2 -vis -saveprt ~/.nexuiz/data/maps/doubleprison.bsp

It still worked fine so then I ran the lighting:
Code: Select all
q3map2 -light -deluxe -fast -super 2 -filter -bounce 8 ~/.nexuiz/data/maps/doubleprison.bsp

There everything goes wrong and the lighting comes out all dark. I tried as tZork suggested by moving the .map file but the same thing still happens.

Right now the best I've got has been with the scaling done last and the black entities as at least there the world was lit properly.

This thing is bugging me and I want to get it fixed so I'll keep trying but for the moment here's my latest map file and anyone who wants to try compiling it properly can give it a go:
http://www.rofltech.co.uk/media/bloodpr ... .5.map.zip
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Postby tZork » Mon Nov 20, 2006 3:25 pm

Just to make this extra clear:

when tunning q3map2 -scale # you end up with yourmapname_s.bsp

So the aditional stages (light, vis) sould be run on the _s .bsp (or rename the file like divVerents script does)
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it? :D
<Samua>Lies, that only applies to other people.
tZork
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Joined: Tue Feb 28, 2006 6:16 pm
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Postby Ed » Mon Nov 20, 2006 3:33 pm

tZork wrote:Just to make this extra clear:

when tunning q3map2 -scale # you end up with yourmapname_s.bsp

So the aditional stages (light, vis) sould be run on the _s .bsp (or rename the file like divVerents script does)

Yes, I was doing it on the _s file, I renamed it to do so as otherwise it looks for the _s.map file. This means that I was using the scaled up version but that still wouldn't explain what was happening. The lighting stage just did not work properly for some reason. Now I'm trying building the map normally in radiant then I'm going to scale it and see if relighting it then fixes it. There clearly is a way as it's been done before, it may just be a problem on my setup. I'm running the latest q3map2 2.5.16 in case that helps.
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Postby divVerent » Mon Nov 20, 2006 6:04 pm

Did you set _keeplights to 1 on worldspawn?
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby Ed » Mon Nov 20, 2006 6:35 pm

divVerent wrote:Did you set _keeplights to 1 on worldspawn?

It's 1 and seeing how the map is a direct descendant of the original Blood Prison, it always should have been, assuming that the bloodprison.map that comes with Nexuix will build correctly by this method.

Right now I seem to be getting something different. I'm watching the output from the lighting phase and I've got a completely different size from the broken versions I have had. It's larger (as it should be because the lightmap is bigger). I'll see what happens when it's finished.

The lightmap problem is shown on map loading and it points out that the lightgrid is the wrong size and what it should be. If this is the case, could the DP engine handle the error better by upscaling the lightgrid? Would that work? Right now the wrong lightgrid size is actually the best of the better outputs I've had. It's better having black entities rather than a black world.
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Postby Ed » Mon Nov 20, 2006 8:59 pm

Recompiled it and it worked:
Edit: obsolete link, see end of thread for latest

Changes:
- Dom support added. 14 points symetrical across the two halves.
- Bot waypoints tweaked in upper corridor. They should no longer pause here occasionally and are now encouraged to carry straight on and take the drop to the megahealth. Bots don't like jumping though.
- Some recaulking around the join.
- Some misaligned textures in the blue base realigned (thanks Strahlemann)
- Lights in bases now given hint of colour coordination. Hadn't been sure about doing this but it works well. (Thanks Strahlemann)
- Lights in bases glow. Previously I had expected them to glow but they weren't because I was using the _glow texture as the texture so it was looking for a _glow_glow texture. Silly mistake. (Thanks Strahlemann) This effect looks very nice and if you were impressed by deluxe mapping with white lights, this is something else entirely!
- More lights in upper corridor. Now three instead of 1. Looks a lot lighter and people shouldn't miss the gap jump although it is still meant to be dim relative to the rest of the map as it has no light from the sky shining in to it.
- That black items problem fixed. Lots of terrible broken builds along the way but I worked out a really easy way to do it:
Code: Select all
1. Build as normal in radiant
2. Scale map on command line
3. Open the q3bsp.sh file in .radiant/something/something/ and copy the last line to the command line, and run that.

- Name changed in Worldspawn to Blood Prison CTF
- Reduced width of central gap jump. The top edges have been moved in so that there is a slope on either side of the gap. This means that jumps into the gap fire the player downward whilst keeping forward momentum rather than stopping them as a vertical face would. This should allow new players to take the top corridor easier (3 long jumps in succession was a bit too much) whilst not obstructing transfers to the lower level.
- Step in side tunnels replaced by slope. This should stop bots from turning back and is less annoying than hitting a big step.
- Added some ammo to the join areas. This should entice bots through the side tunnels and make them take the central drop.

This is not yet a final version for a few reasons:
- I haven't yet had any game play reports so have no idea whether it works or not.
- Arena mode seems strangely broken in this version for me. The files are correct (the version numbers have been incremented and that's it) but on loading the game it says it can't find the previous arena version and removes it from the database yet I have previously removed all older versions. Doing g_maplist doesn't list it and in fact doesn't list any arena maps. Something odd there. Possibly with my game config. Will have to try a fresh install and see if that does it fine.
- The scaling and relighting has lead to the map growing in disk footprint by 25%. It's only sensible seeing how many hours of compilation I have put into it to put some time into recompressing it for smaller file size so I'll do that for the final release.
Last edited by Ed on Sat Dec 09, 2006 10:00 am, edited 1 time in total.
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Postby Strahlemann » Tue Nov 21, 2006 10:35 am

Good work Ed !
The glow adds a lot.

I had a quick round with some bots and it's really fun.
Using the straight way is suicide ;)

And i encountered some more misalignments.
Image

Image

Image

Use a red jumppad for the red base and a blue one for the blue base
Image

Also try to use some more base-specific lighting. Some parts look nearly the same in both bases. There shouldn't be blue lights in the red base at all and vice versa imo. This'll
make things much clearer for players and it helps to find your way through the map faster and easier.
Image

Apropos base-specific lighting: Would you mind trying to use a red skybox for the red base ?
I'd really like to see it (ok, maybe it'll look like crap but maybe it won't. Please give it a try once ;))
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Postby Strahlemann » Tue Nov 21, 2006 10:38 am

Ah, and Arena mode works fine for me 8)
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