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Pardner's wq_NoNameCity

Postby Pardner » Mon Jul 24, 2006 1:34 am

I figured it was time to make it official considering I've been working on this for a couple of months. It's been a fun little project while I'm stuck on dial-up this summer. Ill upload screenshots as I go along, but heres a few to start you off with.

Inside the church. The church was my first goal for wq3 mapping
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outside the church.
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birds eye of the map so far
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Inside the hotel. The most recient building
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Postby ReD NeCKersoN » Mon Jul 24, 2006 4:02 am

Anyone remember how long it's been since a fan map popped up around here? Does me good to see someone join the fight. 8)
Last edited by ReD NeCKersoN on Sat Aug 05, 2006 1:15 am, edited 1 time in total.
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Postby sig11 » Mon Jul 24, 2006 10:31 am

Cool ! It's great to see user contributions ! :-)
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Postby Breli » Thu Jul 27, 2006 3:48 pm

YEAH! Go Pardner! Go! 8)

ReD NeCKersoN wrote:Anyone remember how long it's been since a fan map popped up around here? 8)


Hmm ... that must have been NightFort I guess, since the latest project from Shadoku never saw daylight ...
Last edited by Breli on Wed Sep 13, 2006 10:40 pm, edited 1 time in total.
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Postby torhu » Fri Aug 04, 2006 10:03 pm

A small DM map with lots of stuff to hide behind and where you can move around on the outskirts of the town. I like that. 8)
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Postby ReD NeCKersoN » Sat Aug 05, 2006 1:15 am

Breli wrote:Hmm ... that must have been NightFort I guess, since the latest project from Shadoku never saw daylight ...

We have a winner! :mrgreen:
torhu wrote:A small DM map with lots of stuff to hide behind and where you can move around on the outskirts of the town. I like that. 8)

Yeah. Reminds me of wq_town. I've been wishing for more maps with similar gameplay. Keep going Pard! :D
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Postby Pardner » Sat Aug 05, 2006 4:05 pm

torhu wrote:A small DM map with lots of stuff to hide behind and where you can move around on the outskirts of the town. I like that. 8)


sorry guys, it might turn out to be quite large. i dont know, I might cut it down. torhu, I dont have it so you can go outside the fence, but thats a great idea. instead of stoping game play at the fences, it could be stoped on the bankings.


i want to thank Red for the help on the IRC channel, he has helped me with getting texture blending working....screenshots you say?

the road by itsself
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the road and the town together
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i have a problem.
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i cant seem to get the grass_grass1 texture to match up with the grass_grassfade texture that i made with an alpha channel. the grass_grassfade is just a copy of grass_grass1; same size and everything. any idea's on how to fix that.

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Postby ReD NeCKersoN » Sat Aug 05, 2006 4:34 pm

Pardner wrote:i cant seem to get the grass_grass1 texture to match up with the grass_grassfade texture that i made with an alpha channel. the grass_grassfade is just a copy of grass_grass1; same size and everything. any idea's on how to fix that.

Why not just use the grassfade texture all over and do away with the grass_grass1? But then I'm still not sure if your blending technique is exactly like mine.
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Postby Breli » Sat Aug 05, 2006 5:57 pm

Pardner wrote:hosting.i cant seem to get the grass_grass1 texture to match up with the grass_grassfade texture that i made with an alpha channel. the grass_grassfade is just a copy of grass_grass1; same size and everything. any idea's on how to fix that.


Heyho,

AFAIK you can't change that. Blended textures are always darker (or brighter) than the "vanilla" source of the texture. That was mentioned in the TB tutorial somewhere IIRC. Thats why they don't line up nicely. I have the same problem in Backwater and gave up on it. If you find a solution please let me know ;)

You can try to cover the area with some planks or shrubs ...

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Postby L3th4l » Sat Aug 05, 2006 7:22 pm

Pardner wrote:i have a problem.
i cant seem to get the grass_grass1 texture to match up with the grass_grassfade texture that i made with an alpha channel. the grass_grassfade is just a copy of grass_grass1; same size and everything. any idea's on how to fix that.


You need to make a shader for grass_grass1 that is the same as the shader for your blend texture minus the secondary texture..

Eample: -
Code: Select all

[b]This would be the shader for your alpha blend texture:[/b]

textures/wq_lake/terrain/grass_rock_blend
{
   q3map_lightimagetextures/wq_lake/terrain/lake_grass1.tga
   qer_editorimagetextures/wq_lake/terrain/grass_rock_blend.tga
   surfaceparm dust
   q3map_nonplanar    
   q3map_shadeAngle 65   //160    
   q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )
   q3map_lightmapAxis z       
   
   {       
   map textures/wq_lake/terrain/lake_grass1.tga     
   rgbGen identity   
   }
   
   {
   map textures/wq_lake/terrain/lake_Rockwall10.tga
   blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
   rgbGen identity
   alphaGen oneminusvertex
   }

   {
   map $lightmap
   blendFunc GL_DST_COLOR GL_ZERO
   rgbGen identity
   tcGen lightmap
   }
}

[b]This would be the shader for your grass_grass1 texture[/b]

textures/wq_lake/lake_wall
{
   qer_editorimage textures/wq_lake/Rockwall.tga
   surfaceparm dust
   q3map_nonplanar
   q3map_shadeAngle 60
   q3map_tcGen ivector ( 256 0 0 ) ( 0 256 0 )

   {
   map textures/wq_lake/Rockwall.tga
   rgbGen identity
   }

   {
   map $lightmap
   blendFunc GL_DST_COLOR GL_ZERO
   rgbGen identity
   }
}



There are three different ways to do texture blending, but no matter which you are using, non blending textures that need to line up with blending textures need a shader like the above..

I suggest that you read these tutorials on texture blending and phong shading.

http://simland.planetquake.gamespy.com//pages/articles/terrain1_1.htm
http://simland.planetquake.gamespy.com//pages/articles/phongshading1.htm
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Postby Breli » Sat Aug 05, 2006 7:58 pm

Thanks L3th4l!

That solution comes at a big price, though, since all "single blended" surfaces have to be drawn/rendered (at least) twice as well. If there are only a couple of triangles that doesn't matter much, of course. In Backwater it would so I can't do it there.
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Postby L3th4l » Sat Aug 05, 2006 10:33 pm

It's really not bad, lake is done this way.. You would not have a problem on backwater.
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Postby Pardner » Sat Aug 12, 2006 5:06 pm

Thanks Red and L3th4l. I was going to cover the map with the alpha blend texture, but Ill try the single texture shader.

EDIT: I did the single texture shader, and it works fine; you cant see the change from the fade shader and the single texture shader.

new screens-
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Last edited by Pardner on Sat Aug 12, 2006 8:14 pm, edited 2 times in total.
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Postby ReD NeCKersoN » Sat Aug 12, 2006 5:13 pm

Progress! :D I like the layout of the saloon(?) in that last screenshot. Very nice.
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Postby Pardner » Mon Aug 28, 2006 1:19 am

got some new screens. it is pretty much done, I workin on little stuff now. the last screen is the BR maps; I really liked Red's and L3th4l's idea for a night br map. I had been toying with the idea of a snow map, but I could get a good day snow skybox. so it ended up as a night snow map. The map is playable now; I'm toying with the idea of a beta release!
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