PDA

View Full Version : q3map 2.3.0-a13pr


The Old Man
2002-09-01, 00:05
Author Message
omnix32



Joined: 07 Aug 2002
Posts: 10

Posted: 21 Aug 2002 07:12 pm Post subject: q3map 2.3.0-a13pr

--------------------------------------------------------------------------------

umm. update here to those who have been following along. Alpha's can now leave shadows!!!! Thats right. look for yourself......


http://www.planetwolfenstein.com/surface/omnix/forum/tablealpha.jpg

http://www.planetwolfenstein.com/surface/omnix/forum/fencealpha.jpg

Also new to q3map2 is support for Ravens games based on the Quake III engine SOF, JKII (texture damage support) and Elite Force. All the other cool stuff was left in so you can still bounce a water reflection off a wall. This leaves more cool lighting possibilities....... Make sure you download the version 13 or above and the dlls if you have not kept current. ydnars download page is here....

http://shaderlab.com/q3map2/2.3/

For compiling Quake III, JKII or RTCW you can use the front end compiler here.

http://www.shadowspawn.net/beta/quake3_mapping_files.htm

Q3map2build............................

or for RTCW you can use wolfcompile though its still missing some compile options you have to add manualy, but still 100 percent functional.
http://www.planetpointy.com

Well, been playing with JKII and waiting for bot support for RTCW.... Then I start my map..... The scripting language for JKII and SOF are the same making it easy to cross over if you learn one or the other. RTCW will be looking really nice once the new expansion gets here. So, fun mapping..............

For those wanting to read the artical on the new stuff for RTCW then go here.
http://www.gamespy.com/e32002/pc/wolfpack/

Back to top


tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 21 Aug 2002 10:14 pm Post subject:

--------------------------------------------------------------------------------

Hey, I downloaded q3map2.

I took out the old q3map and replaced it with the new one.
Now my map wont compile.

How do I install the new q3map2?

Back to top


omnix32



Joined: 07 Aug 2002
Posts: 10

Posted: 22 Aug 2002 02:16 am Post subject: Compile times on Alpha

--------------------------------------------------------------------------------

of course you need to project the alpha texture shadow on a func_group with a _lightmapscale of .1 and I would have super 2 thresh .2 this is going to make for longer compile times of course but for final compile, why not. I did not use extrawide or any shadow smoothing effect in the light options for the pics. Terrain maps are super fast as ever and I am still amazed at the min instead of hours it takes to compile terrain maps. This works best with hullcaulk only.

r_speed: Of course q3map2 does incress r_speed by default because of the way it looks at brushes and breaks them down to there componet triangles instead of the old fan method of break down. For those that have trouble with outdoor maps and r_speed I would suggest looking at some of the JKII levels and MOH levels. Both games have tremendously large areas that work pretty well and JKII is just amazing in what it does with the quake III engine. Mapping is getting better all the time. The levels run smoother more by layout than hinting and trying to fix things latter both in MOH and JKII.

q3map2: setup????????????
as the post said, this is those who have been following along and keep updated on the latest GTKradiant and q3map2. q3map2 takes a special setup and alot of thought to the compile options depending on the effect your trying to achieve. I had written a couple of large post on setup in this forum while back that takes you step by step on seting up q3map2. Where the post are at now is anyones guess, but I assume EyeRoniK has them stuffed here somewhere. You can also get information from the q3map2 sticky over at quake III world
http://www.quake3world.com/cgi-bin/forumdisplay.cgi?action=topics&forum=Level+Editing&number=6


fun mapping.

For those that missed.................
q3map2 fur shading example........

http://www.planetwolfenstein.com/surface/omnix/pinkears.jpg


pink mouse with q3map2 fur shading.

http://www.planetwolfenstein.com/surface/omnix/topdown.jpg

colored glass reflection with q3map2:

http://www.planetwolfenstein.com/surface/omnix/forum/rglass.jpg

Lightmapped terrain with q3map2

http://www.planetwolfenstein.com/surface/omnix/forum/lightmap1.jpg

tonka



Joined: 17 Aug 2002
Posts: 16

Posted: 22 Aug 2002 02:40 am Post subject:

--------------------------------------------------------------------------------

errr...ya ok.

Back to top


Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 22 Aug 2002 12:24 pm Post subject:

--------------------------------------------------------------------------------

Glad to see you back omnix, can always use your help : )

Back to top


zig-zag



Joined: 08 Aug 2002
Posts: 5

Posted: 23 Aug 2002 12:32 am Post subject:

--------------------------------------------------------------------------------

the fur is awesome, but man, 13fps!!!

Back to top


Midnight_Oil



Joined: 04 Aug 2002
Posts: 59
Location: Maine, USA
Posted: 23 Aug 2002 01:44 am Post subject:

--------------------------------------------------------------------------------

Yep its gotta be used spareingly but it is cool

Back to top


omnix32



Joined: 07 Aug 2002
Posts: 10

Posted: 23 Aug 2002 04:59 am Post subject: ummmm

--------------------------------------------------------------------------------

Never left really. Have been messing with JKII as its seems a little more complicated than RTCW until I understand everything. q3map2 works with that also along with all of Raven's quake III based games.
I am sure that those new to q3map2 that there will be plenty of help for them setting it up as I don't really feel like typing it in all over again. The fur,cel,q3map and that other fog shader are not included in the new release, I would suggest keeping q3map2 in its own folder and downloading the .dlls for it on the same page if you have not kept current. good to hear from you Midnight Oil, I have posted a few messages without my name as its a pain in the but to keep putting in my password I have not remembered yet. So, fun mapping......

Back to top


greekdish



Joined: 04 Aug 2002
Posts: 31

Posted: 24 Aug 2002 05:13 am Post subject:

--------------------------------------------------------------------------------

How did you make a transparent glass/light coming through effect like you have with the color glass reflection picture?? Thats super cool.

Back to top


omnix32



Joined: 07 Aug 2002
Posts: 10

Posted: 24 Aug 2002 08:13 am Post subject: ummmm

--------------------------------------------------------------------------------

you need the q3map lightfilter in your shader. This is a q3map2 only shader command. you can find stained glass textures here.
ftp://ftp.spectrumglass.com/pub/NewHi-Res/

There are psp stained glass tutorials that are pretty easy to follow.....

q3map2 settings:

light:
-thresh .1
-fast
-super 2

vis:
none

.bsp
-meta

cast on a func_group with
key: _lightmapscale
value: .1

worldspawn:
key: _lightmapscale
value: 2.0