caverns - a cave map made with subsurf modelling.

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caverns - a cave map made with subsurf modelling.

Postby vennatorr » Tue Feb 26, 2008 10:04 pm

i do a bit of subsurf modelling and i wanted to see what it would be like to make a map with it. i made a fairly blocky model out of quads and put a couple of levels of subsurf on it. it's looking pretty rough, but there are some nice curves in the map and i didn't have to do any of them myself, i just moved vertices around and let subsurf do all the work.

Image

one massive advantage of having a map made from a subsurf model is that it would be really easy to generate normal maps because all i would have to do is make another copy of the map model and stick a load of subsurf on it. instant high poly version.

the map (rough as it is) is gpl. as well as the bsp, the pk3 contains a copy of the license, the gtkradiant map file, the ase file and the blend file used to make it.
Download caverns-0001.pk3 here
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Postby [-z-] » Wed Feb 27, 2008 1:26 am

wth, is this aggressor??
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Postby Mustelidae » Wed Feb 27, 2008 12:39 pm

[-z-] wrote:wth, is this aggressor??

Knew I'd seen it somewhere! :idea:
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Postby GreEn`mArine » Wed Feb 27, 2008 2:05 pm

That looks awesome :P
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[kojn] she took it the dirty way
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Postby vennatorr » Wed Feb 27, 2008 10:06 pm

yep, the shape of the map is based on aggressor. well spotted. :D right now i'm just interested in the pros and cons of making a map using subsurf, so i wasn't too bothered about thinking up a map layout. aggressor seems to be a popular map with good gameplay so i decompiled it to an ase file and used that as a guide. here's a shot of aggressor's model (red) and my latest subsurf model (blue) in blender.
Image

i've been having a few thoughts on mapping with subsurf.

triangles - the subsurf map is made of quads, but when it gets turned into a working game map the quads get split into triangles. sometimes these aren't split in the best direction and some parts of the map end up looking pinched. i think that before i export the model from blender it might be worth converting the quads to triangles and using edge rotate where necessary to improve the shape.

lighting- obviously the lights are badly positioned and need better arrangement and different light levels, but there is also the problem of how weirdly gtkradiant reacts to the shape. it all looks too faceted and there are weird patches all over the place. not too sure to do about this. i'm guessing there is some kind of script/shader that would help with this, but i have no understanding of such witchcraft. if anyone can help with this it would be gratefully accepted.

normal mapping- as i mentioned in my previous post, making a high poly model for a subsurf model is really easy, just add more subsurf. blender has the ability to bake normal maps, but can anyone tell me if this is worth using or is there a better program to do it with.

splitting- one problem is the entire map is a single mesh, so the entire map needs to be drawn continually. it might be worth spitting the mesh into seperate "rooms", exporting them to various ase files and then lining them back up in gtkradiant. then i could do some vis-blocking so that the game didn't have to render as much. i'll probably leave this stage till i'm happy with the shape of the map.

thanks.
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Postby divVerent » Thu Feb 28, 2008 6:07 am

The seams are annoying... but I tried some stuff.

What reduced (not fixed) them, was setting -np 179 in the -bsp stage.

To really get rid of them, you need to make vertex normals in your modeling app. No idea how to do that though. Currently, your ASE file looks like you had made no vertex normals, but just used automatic face normals. That's what causes the seams.
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 vennatorr » Thu Feb 28, 2008 6:27 am

thanks divVerent, i'll look into that.
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Postby vennatorr » Thu Feb 28, 2008 9:04 pm

ok, i'm going to leave the lighting stuff for now while i concentrate on the mesh. i've done a lot of tweaking and tidied up the subsurf mesh to a point where i'm reasonably happy with it. what i'm doing now is splitting the mesh into a bunch of smaller meshes so that the game doesn't have to draw everything all the time. i've broken it down quite a bit, but i'm not sure if i should go further. here's what it looks like now.
Image
could someone with some experience in blender mapping take a look at the blend file and tell me if it needs more splitting?
Download the blend file here

Thanks.
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Postby Mirio » Thu Feb 28, 2008 10:19 pm

it don't show the map in the menu.. :?
halp :(
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Postby divVerent » Thu Feb 28, 2008 11:00 pm

It will show in 2.4 - but it isn't really a map yet, just a first start. For example, there are no weapons on it (so it will only show in 2.4 in minstagib, actually).
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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