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UniqueOne

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Everything posted by UniqueOne

  1. I fixed a few bugs in the q3map2 code a few days ago, but have not done much else with wzmap recently. Been busy working on the mod code.
  2. Try this exe. You might still need the other files from the original archive. WzMap.zip
  3. If only. Unfortunately the capable people in the community are too busy building the top of the sky scraper rather then building from the ground up. On a more related (to the topic) note, this could be really cool man. Although, I suggest that you should look toward generating terrains with procedural geometry (prefab rocks, trees, buildings, etc) instead of trying to generate rooms. It fits much better with randomization then room type maps do.
  4. I probably should mention that adding basic grass to any map with warzone is as simple as adding material type shortgrass or longgrass to the shader. By default it will use the default basic grass. If you want to use a different climate type, add a foliage/<mapname>.climateInfo like the following. [CLIMATE] CLIMATE_TYPE=tropical The "tropical" above tells it to use the climates/tropical.climate settings file. There are various ones to choose from, or you can make your own with your own. This is how tropical.climate ini file looks. If you don't want the trees stuff, ignore all the tree sections, and just set up the grass images to whatever you want. If you also want trees, set those up as well and use /genfoliage in game to add the trees. Grasses do not require the genfoliage command, they just work. [GRASS] grassImage0=models/warzone/foliage/grasstropical grassImage1=models/warzone/foliage/grasstropical2 grassImage2=models/warzone/foliage/grasstropical3 seaGrassImage=models/warzone/foliage/seagrass [TREES] // Over-all tree scale multiplier... treeScaleMultiplier=2.0 // Per-tree model filenames... treeModel0=models/warzone/trees/uqpalm2.md3 treeModel1=models/warzone/trees/uqpalm3.md3 treeModel2=models/warzone/trees/giant1.md3 treeModel3=models/warzone/trees/anvilpalm1.md3 treeModel4=models/warzone/trees/willow.md3 treeModel5=models/warzone/trees/willow2.md3 treeModel6=models/warzone/trees/willow3.md3 treeModel7=models/warzone/trees/willow4.md3 treeModel8=models/warzone/trees/manfern.md3 // Per-tree billboard texture filenames... treeBillboardShader0=models/warzone/billboard/uqpalm2 treeBillboardShader1=models/warzone/billboard/uqpalm3 treeBillboardShader2=models/warzone/billboard/giant1 treeBillboardShader3=models/warzone/billboard/anvilpalm1 treeBillboardShader4=models/warzone/billboard/willow treeBillboardShader5=models/warzone/billboard/willow2 treeBillboardShader6=models/warzone/billboard/willow3 treeBillboardShader7=models/warzone/billboard/willow4 treeBillboardShader8=models/warzone/billboard/manfern // Per-tree billboard scales... treeBillboardSize0=128.0 treeBillboardSize1=128.0 treeBillboardSize2=204.0 treeBillboardSize3=168.0 treeBillboardSize4=183.0 treeBillboardSize5=183.0 treeBillboardSize6=203.0 treeBillboardSize7=203.0 treeBillboardSize8=153.0 // Per-tree radius scales... treeRadius0=42.0 treeRadius1=52.0 treeRadius2=72.0 treeRadius3=75.0 treeRadius4=38.0 treeRadius5=38.0 treeRadius6=38.0 treeRadius7=38.0 treeRadius8=72.0 // Per-tree vertical offsets... treeZoffset0=-64.0 treeZoffset1=-64.0 treeZoffset2=-64.0 treeZoffset3=-64.0 treeZoffset4=-64.0 treeZoffset5=-64.0 treeZoffset6=-64.0 treeZoffset7=-64.0 treeZoffset8=-64.0
  5. If this is the case then it quite possibly might fix the issue. Needs to be tested I guess.
  6. Hmm. Not sure. If it was something to do with a limit, then possibly.
  7. Oh, I went way beyond those limits with WzMap. MAX_MAP_BRUSHES 1048576 MAX_MAP_PLANES 67108864 MAX_MAP_NODES 8388608 (was 262144) MAX_MAP_BRUSHSIDES 15728640 (was 1048576) MAX_MAP_LEAFS 8388608 (was 131072) MAX_MAP_LEAFFACES 8388608 (was 1048576) MAX_MAP_LEAFBRUSHES 8388608 (was 262144) MAX_MAP_PORTALS 8388608 (was 131072) MAX_MAP_DRAW_SURFS 2097152 (was 262144) MAX_MAP_DRAW_VERTS 67108864 (was 8388608) MAX_MAP_DRAW_INDEXES 67108864 (was 8388608) MIN_WORLD_COORD -524288 (was -65536) MAX_WORLD_COORD 524288 (was 65536) Really the only limits are in the game itself and game ram usage now. I believe the artists should be the ones to choose how much complexity they want from their work, not arbitrary built-in limitations. It is possible to generate maps that base game won't be able to load (eg: base game probably will not like maps bigger then -65536 -> 65536. It will probably load them but stuff will not work right). I have pushed it as far as possible and allowed for almost anything to be compiled, mappers will need to find the limits of what their mods or basejka can allow depending on what they are using. Warzone has been patched to allow for much higher limits, and OpenJK could easy be patched (already pointed out to Xycaleth how he can easy allow for the majority of the new limits). So, yeah... Get out there and make what you want to make... and watch it compile faster then ever before with the multi-threading I have also added to most of the code ... add trees and extra details (rocks? imperial shuttles here and there? whatever you want...) semi-automatically to save you time and make the maps look better. You control the limits, no longer let them control you... hehe
  8. I had a look at the code for it, and honestly have no idea how it is supposed to be used. The code does not seem to match up to the pictures of it shown on the bloodmap site.
  9. WzMap - The Enhanced Q3MAP2 alternative - New version available for download in the Warzone Development forum.

    1. Khethiwe

      Khethiwe

      there a linux version of this?

    2. UniqueOne

      UniqueOne

      Hmmm not currently. Just looking at the code, it looks like bloodmap which it was based on has no linux libs, or makefile. Even if running emulated though, I think you would find it much faster then q3map2 hehe. I will look into a linux version at some point later in the development.

       

       

    3. Khethiwe
  10. New version uploaded in the main post. New stuff: * You can now do procedural addition of geometry to your maps. This is similar to what many new games use to add details (see below for more info). * Procedural geometry system can use up to 64 models. This could be increased if required. * Nearly all the really slow parts of the code are now fully multi-threaded. * Various bug fixes. Procedural Geometry. I have extended the old "forest" system used to add trees to maps, to also be usable for any other sorts of models. There is a now a simple .ini format file that you can create for your map and place with the .map file before you compile to: * Specify what models to use. * Specify what scale to use for each model. * Specify if each model should only be used on low-slope surfaces (you set the max angle in degrees for this object type). * Specify a buffer zone radius around each model. Other models will not be added within this zone. * Specify a minimum distance between usage of each model type. No other model the same will be placed within this radius. eg: set it to bigger radius then map and it will only add 1 of that object. Here is an example config file that I have been using to test the system... [GRASS] // Only used by warzone mod... grassImage0=models/warzone/foliage/maingrass grassImage1=models/warzone/foliage/maingrass grassImage2=models/warzone/foliage/maingrass seaGrassImage=models/warzone/foliage/seagrass [TREES] // Over-all model scale multiplier... treeScaleMultiplier=1.0 // Per-model filenames... treeModel0=models/map_objects/vjun/vrock2.md3 treeModel1=models/map_objects/vjun/vrock2.md3 treeModel2=models/map_objects/warzone/standingstones2.md3 treeModel3=models/map_objects/rift/crystal_floor.md3 treeModel4=models/map_objects/rift/crystal_floor.md3 treeModel5=models/map_objects/rift/crystal_floor.md3 treeModel6=models/warzone/trees/uqpalm1.md3 treeModel7=models/warzone/trees/uqpalm2.md3 treeModel8=models/warzone/trees/uqpalm3.md3 treeModel9=models/warzone/trees/giant1.md3 treeModel10=models/warzone/trees/anvilpalm1.md3 treeModel11=models/warzone/trees/manfern.md3 treeModel12=models/warzone/trees/willow.md3 treeModel13=models/map_objects/vjun/vbridge.md3 treeModel14=models/warzone/trees/uqbigtree2.md3 treeModel15=models/map_objects/rift/crystal_floor.md3 // Per-model vertical offsets... treeZoffset0=-4.0 treeZoffset1=-2.0 treeZoffset2=-48.0 treeZoffset3=0.0 treeZoffset4=0.0 treeZoffset5=0.0 treeZoffset6=-512.0 treeZoffset7=-128.0 treeZoffset8=-128.0 treeZoffset9=-64.0 treeZoffset10=-64.0 treeZoffset11=-64.0 treeZoffset12=-64.0 treeZoffset13=192.0 treeZoffset14=-64.0 treeZoffset15=0.0 // Per-model scales... treeScale0=1.0 treeScale1=0.5 treeScale2=1.0 treeScale3=1.3 treeScale4=1.0 treeScale5=2.0 treeScale6=5.0 treeScale7=5.0 treeScale8=5.0 treeScale9=4.0 treeScale10=4.0 treeScale11=4.0 treeScale12=4.0 treeScale13=1.0 treeScale14=4.0 treeScale15=1.4 // Per-model maximum slope... treeForcedMaxAngle0=0 treeForcedMaxAngle1=0 treeForcedMaxAngle2=18.0 treeForcedMaxAngle3=0 treeForcedMaxAngle4=0 treeForcedMaxAngle5=0 treeForcedMaxAngle6=0 treeForcedMaxAngle7=0 treeForcedMaxAngle8=0 treeForcedMaxAngle9=0 treeForcedMaxAngle10=0 treeForcedMaxAngle11=0 treeForcedMaxAngle12=0 treeForcedMaxAngle13=18.0 treeForcedMaxAngle14=0 treeForcedMaxAngle15=0 // Per-model buffer ranges... treeForcedBufferDistance0=0.0 treeForcedBufferDistance1=0.0 treeForcedBufferDistance2=256.0 treeForcedBufferDistance3=0.0 treeForcedBufferDistance4=0.0 treeForcedBufferDistance5=0.0 treeForcedBufferDistance6=0.0 treeForcedBufferDistance7=0.0 treeForcedBufferDistance8=0.0 treeForcedBufferDistance9=0.0 treeForcedBufferDistance10=0.0 treeForcedBufferDistance11=0.0 treeForcedBufferDistance12=0.0 treeForcedBufferDistance13=512.0 treeForcedBufferDistance14=0.0 treeForcedBufferDistance15=0.0 // Per-model distance from same type ranges... treeForcedDistanceFromSame0=0.0 treeForcedDistanceFromSame1=0.0 treeForcedDistanceFromSame2=8192.0 treeForcedDistanceFromSame3=0.0 treeForcedDistanceFromSame4=0.0 treeForcedDistanceFromSame5=0.0 treeForcedDistanceFromSame6=0.0 treeForcedDistanceFromSame7=0.0 treeForcedDistanceFromSame8=0.0 treeForcedDistanceFromSame9=0.0 treeForcedDistanceFromSame10=0.0 treeForcedDistanceFromSame11=0.0 treeForcedDistanceFromSame12=0.0 treeForcedDistanceFromSame13=8192.0 treeForcedDistanceFromSame14=0.0 treeForcedDistanceFromSame15=0.0 ... and here's a few screenshots of how a map looks with added randomized models.
  11. Hmm more of a workaround for the crappy limitations of the BSP format... But we will see.
  12. WzMap - The Enhanced Q3MAP2 alternative - Available for download in the Warzone Development forum.

    1. Show previous comments  2 more
    2. eezstreet

      eezstreet

      You should submit it to the JKHub download section!

    3. UniqueOne

      UniqueOne

      I will in time, but its still sort of beta.

       

    4. Bek

      Bek

      I like pandas.

  13. Here is our new enhanced Q3MAP2 alternative. It is made for the Warzone mod, but since it will work for any JKA, I have decided to release it here for you all to make use of. LATEST DOWNLOAD - 20-Nov-2016 update (updated). wzmap-win64.zip 17-Nov-2016 update. wzmap-win64.zip 05-Jul-2016 update. wzmap-win64.zip 15-Jun-2016 update. Features: * Limits are much, much, higher. You can now make gigantic maps that are highly detailed at the same time. * Can compile Warzone trees directly into your BSP. This BSP will still work outside of Warzone if you include warzone's tree assets in your PK3 file. - Currently only supports the tropical climate. Others will be added later. - To compile trees into your map, you need to: 1. Compile your map without trees (no need to do vis or light passes). 2. Load your map in Warzone mod. 3. Use the /genfoliage command in Warzone to make a <mapname>.foliage file. You can set density, etc with the command. /genfoliage gives usage info. 4. Move the generated <mapname>.foliage file to your .map directory. 5. Compile your map again. 6. Enjoy your map with trees. * Much better looking UI, with color, and more information displayed and real time percentage bar displays. You now have a much better idea of when the job will finish. - Note: "-v" (verbose) switch on the command line is no longer needed. * Fixed a bunch of issues that could cause corruption of the BSP, errors, or crashing. * Experimental: -nodetailcollision feature which disables creation of collision planes for detail brushes. * Spherical Ambient Occlusion on light runs. - Spherical-based ambient occlusion technique (dirtmapping mode 2 and 3), old dirtmapping 0 and 1 was cone-based. - Dirtmap parameters for new mode works differently: gain sets additive brighten effect on sharp corners, scale darkens enclosed areas. - New: worldspawn keys: _ao, _aoMode, _aoDepth, _aoDepthExponent, _aoGain, _aoGainMask, _aoScale, _aoScaleMask. New: -dirtscalemask, -dirtgainmask, -dirtdepthexponent - New: q3map_aoScale controls ambient occlusion intensity (both gain and scale). - New: q3map_aoGainScale controls ambient occlusion gain intensity. - New: "_ao" key (same as _dirty), _aoGain, _aoScale, _aoMode, _aoDepth. * Compiled with intel math and parallel libraries for more speed. * Based on vortex's BloodMap, so nearly all of his added functionality should also work with JKA. More info here: https://github.com/paulvortex/BloodMap * Still does everything Q3MAP2 does and is completely compatible. Here is a screenshot of the console window: Here is some screenshots of trees baked into a BSP (running in Warzone).
  14. Here is one of the warzone maps with the trees baked into the bsp.
  15. The alpha stuff is on the todo list, but I havn't had a chance to look into it yet The good news is I have been working on other parts of that version of q3map2 though to create a much better bsp compiler without all the dumb limitations. With the new enhanced version it is possible to create massive maps with a crazy amount of detail. It is also possible to compile warzone trees into a bsp and use it on non-warzone games. Also updated the output of the console to give mappers a much better idea of how long things will take to complete with real percentage completed bars, not the random printing to screen of "1...", "2...". Here's a screenshot of the new compiler
  16. This is going to be very useful. Nice find! Will need to look into their alpha maps stuff and see if it is useful, but I have been looking for a nice standalone codebase for the 64bit q3map2 for a while. I made a version of bloodmap compatible with warzone last night, and am currently playing with adding some features.
  17. Wow. Great catch there man. I can see some massive advantages in using unity editor. Not only is it a very nice editor from what I hear, but it also has a hell of a lot of users that are familiar with the editor. It could well help bring in a lot of new modders to/back-to JKA. If you could find the link for that site, might be nice to have it recorded here.
  18. Yeah, that is the long term goal. Short term think something like JKA Skyrim. I am undecided on what format is the best - I know anything would be better then BSP. My basic thoughts are to use a format with freely available editors designed for other engines, but really this is something that should be decided on by mappers. I believe that whatever is chosen should make it easy for people to create content, but should also allow for more advanced designs as well. (random thought) - I wonder if this could even be done by emulating something like ogre's map loading API? I would love to see some comments/ideas here from mappers. What would they like? What do they think would make it easy for new modders to join the commuity? The issue is not really the texture size/quality. It is the number of total triangles that the map itself can have. Drawing a high resolution texture over a large triangle still looks crap. Interesting. That is like a full on map editor as well as terrain generator? Like unity editor sort of thing for other games to use?
  19. hehe its hard to please everyone with music. It's not the game music anyway, just some youtube free to use track. The good news is the mod lets players play their own mp3's in game just by putting them in a directory and selecting custom in the menus (if they don't like the JKA tracks or the psychedelic trance tracks that come with the mod).
  20. It is possible, but we would still have the map size vs resolution issues on everything without rocks.
  21. A short video to show the current AI Jedi/Sith combat system. Jedi and Sith will switch between (move forward and) attack, and (move back and) defend modes. The defender will pick a time to counter attack and switch roles. Still very early in the code for this system, but it makes for some pretty good looking fights and behavior between saber wielders. These are NPCs, but there is no difference in AI between NPCs and bots in Warzone. They all share the same code and use full map navigation. http://www.youtube.com/watch?v=GbuTeiv4DtI
  22. No problem. Maybe something for people to look into on the next web site upgrade.
  23. The system will use normal maps for parallax and lighting. I have been working on tessellation using displacement maps, but there are other issues doing that, like cracks on large surfaces and generally tessellation is pretty slow. Anyway the code is there, just needs to be enabled if I start working with people wanting to use it. Maybe some specific use of tessellation in only particular cases is an option. Radiant can use ase and obj models but I am pretty sure they are added to the map's surfaces count, meaning it won't help They can also be added as map objects I think by the game, but the issue there is they will not be solid. Sadly, the only real option is to replace BSP (or add an alternative) with something new, without the 20 year old limitations. BSP (and water a while back) is the bane of my existance.
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