[MAP] Rust Vents

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 divVerent » Thu Aug 09, 2007 1:13 pm

Yes, deluxemapping is on, and your settings are basically good - just try adding -samplesize 32 to the BSP stage and perhaps -filter and/or -samples 3 to counter the impact of -samplesize to the quality. I don't think you can do much more to reduce the BSP file size - the map just IS huge.

I am now doing a test compile with -samplesize 32 and -fast, the rest being at default settings, to see how small the BSP file will get.
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 torus » Thu Aug 09, 2007 6:02 pm

One thing you might want to add in future versions is some water. I mean, where is all the rust coming from, anyway? Some of the Ruiner water in some of the rooms might add a neat effect.
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Postby Shoe » Thu Aug 09, 2007 7:51 pm

torus wrote:One thing you might want to add in future versions is some water. I mean, where is all the rust coming from, anyway? Some of the Ruiner water in some of the rooms might add a neat effect.

Ooh, that's a good suggestion. Seconded :)
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Postby Clueless Newbie » Fri Aug 10, 2007 2:12 pm

Shoe wrote:
torus wrote:One thing you might want to add in future versions is some water. I mean, where is all the rust coming from, anyway? Some of the Ruiner water in some of the rooms might add a neat effect.

Ooh, that's a good suggestion. Seconded :)

I did in fact consider adding some puddles in parts of the map. It would also have been cool to add a few centimetres of water to the floor of the flag rooms and the spawn rooms nearby. But there were two things that prevented me from doing this:

1: File size. This map is one huge pig as it is. I'm not adding anything not directly related to gameplay.

2: The OGL effects for the mac don't work right when there is liquid on the map. And until this is fixed - either through a workaround in the engine or an outright fix in the drivers for my video card - there will be no liquids in any of my maps.

So, yes, I agree with your desires for liquids. But...
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Postby Clueless Newbie » Fri Aug 10, 2007 2:17 pm

divVerent wrote:Are your _norm textures generated from the _bump ones (in which case you can delete them as DP would autogenerate them anyway) or are they "true" normalmaps?

The normalmaps are generated from my bumpmaps. If the engine does that anyway, then I don't think I'll waste any more time making normalmaps. Feel free to save download time by ditching them.
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Postby Clueless Newbie » Fri Aug 10, 2007 2:23 pm

divVerent wrote:Yes, deluxemapping is on, and your settings are basically good - just try adding -samplesize 32 to the BSP stage and perhaps -filter and/or -samples 3 to counter the impact of -samplesize to the quality. I don't think you can do much more to reduce the BSP file size - the map just IS huge.

I am now doing a test compile with -samplesize 32 and -fast, the rest being at default settings, to see how small the BSP file will get.

BTW: Since you're poking around in my map anyway, do you think you could help me make transparent textures? I've pretty much given up on this by now, but...

If you take a look at the thread called "Transparency - I'm not doing it right" - started by me - you'll find a screenshot of the texture I want to have transparent and further down in the thread links to the textures in question. I'm pretty sure by now that I've got the textures w/alpha channels right, but the scripts are all wrong (and not present in the version you've been working on).

So, if you have the time to take a look...
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Postby divVerent » Fri Aug 10, 2007 3:02 pm

I have no idea about this, I just know that it works for my map capturecity.

Maybe the shader just isn't used? Try putting the shader file you made in the shaderlist.txt file in your Nexuiz folder. And look at the EXACT q3map2 messages when compiling.
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 Clueless Newbie » Fri Aug 10, 2007 8:40 pm

divVerent wrote:I have no idea about this, I just know that it works for my map capturecity.

Maybe the shader just isn't used? Try putting the shader file you made in the shaderlist.txt file in your Nexuiz folder. And look at the EXACT q3map2 messages when compiling.
Oh, the shader is used; there are two other textures in the shader text (the skybox and the lights) and they work just fine. Also, the shaders I've tried to make transparency have an obvious effect. It's just that I can't get the shaders to have the right effect.

But hte next ime I look at this, I'll try usinng your capturecity shaders and see how they work.
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Postby divVerent » Sat Aug 11, 2007 7:27 am

In capturecity, the transparent ones are the ad_ ones (the ones I use to put the ads on the buildings).
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 Clueless Newbie » Mon Aug 13, 2007 1:35 pm

divVerent wrote:In capturecity, the transparent ones are the ad_ ones (the ones I use to put the ads on the buildings).

I did a cut and paste of one of your shaders, and altered it to this:

Code: Select all
textures/rustvents/girder
{
   surfaceparm trans
   cull none
   surfaceparm nonsolid
   surfaceparm detail
   polygonOffset
   qer_editorimage textures/rustvents/girder.tga
   {
      map textures/rustvents/girder.tga
      rgbGen identity
      blendfunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
   }
   {
      map $lightmap
      blendfunc filter
      rgbGen identity
      tcGen lightmap
   }
}


"girder.tga" is a replacement for "rustframe.jpg". The result was still not correct. The brushes are rendered "inside out" and there is no shading at all. No transparency either.
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