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DarthNormaN

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  1. Preferences After you have Installed and started GtkRadiant, you can customize the Preferences (press "P") to suit your needs. Game settings: Here you choose the game you want to map for. 2D Display/Rendering: Here you should leave the factory settings. 3D View: This is concerning the 3D window. It's better to push the regulators to the very left. Texture Settings: Leave the standard settings Layout: Here you can customize the layout of the windows; You should experiment with this setting to see what you like best, I prefer this layout: Mouse: Here you should make sure that "3 button" is selected; but only if you have a 3-button mouse. Editing: Just leave the standard settings. Startup/Autosave: "Load last map on open": command Radiant to automatically open the last used map on startup. "Autosave"-function: Here you can set how often you want the map o get autosaved to autosave.map, 5min is usually a good setting. Paths: You can just leave this empty. Misc: You should leave the factory settings. BSP Monitoring: Not important, because Q3map2 is used for compile User Interface 1) The menu and toolbars, with which you can do all important stuff. 2) The 3D window, here your map will be displayed in 3D and Color. 3) The Texture window which shows all textures that are currently loaded, to load textures go to: Menu Bar » Textures » *Texture Directory*. 4) The 2D window, your map can be shown in three ways: from above, from the side or from the front You can switch between these views by pressing this button in the toolbar: 5) This window displays the height of your brushes; the brushes can be selected and moved up/down (is rarely used » can be hidden). 6) This is a console where the program prints everything its doing including compile logs and actions like moving brushes. This can be limited to 1 row. 7) The status bar which shows the position (X Y Z coordinates) of the cursor and the number of non-selected brushes and entities. Hotkeys Hotkeys in general are used to make Work easier, and whats a lot more important, to make it faster. Its not necessary to know all the hotkeys, because normally all these functions can also be Activated by buttons or menus. There are a lot of hotkeys in GtkRadiant, first, here are the most important ones. (These also apply to many other windows programs): LMB=left mouse button; MMB=middle ~; RMB=right ~ ctrl + N - new map O - open map S - save A - select all X - cut out C - copy V - paste Y - undo Radiant Hotkeys , and . - Move the camera to the left or to the right. A and Y - Tilts the camera up and down. C and D - Moves the camera up and down. E - Selects all sides of the brush so these can be dragged around, this is useful for building angled things. H - This hides all selected brushes (shift + H to show them again). I - Inverts the selection. J - Switches between the four kinds of brush-selection: 1red overlay + white borders (default and best!) only red overlay (good for editing handmade terrain) no kind of marks only white borders K - Opens the color chooser (for lights). L - Opens the entity overview window where all entity types used are shown. M - Shows how many entities/brushes there are in the map and how often each is used. N - Opens the entity editor. P - Opens the preferences window. Q - Shows the size of the selected brush in all 2D Views R - Activates the “Free Rotate” function which lets you rotate the brush in any direction (not to recommend due texture disort). S - Opens the surface inspector wich which you can change texture atributes. V - This lets you go into Vertex editing mode. Often used with patches. You will get a wireframe of the selected curve (Patch, Cylinder, Endcap, etc). You can then move the dots to shape the curve. These buttons will help you to rotate bigger selections: BACKSPACE - This will delete the selection. SPACE - Duplicates the current selection, all properies are kept! 1 - 9 - Changes the gridsize in the 2D windows 1=smallest, 9=biggest, 0=no grid Shortcuts shift + LMB Selects/deselects bbjects (only recommended the 3D window). shift + S Opens the patch properties window, this works similar to the Surface inspector, but is used for patches. shift + P This turns a normal brush into a patch. shift + U This activates the cut-out function (CSG Subtract). shift + B Opens the surface inspector ( = press "S"). shift + R This makes that the texture is unstickied from the surface, the texture will now stop moving with the surface. shift + T Undos the above. shift + C This puts Endcaps on the selected curve. ctrl + LMB Disorts the selected brush (unimortant). ctrl + K Connects different entities to eachother (used to make spotlights, connect tiggers to the thing they trigger, etc.). ctrl + I Inverts the texture on the current curve so that the other side is textured. ctrl + T Thicken function, just try this out, it will thicken the selected patch. ctrl + 3-9 Defines the number of corners in a brush. (Don’t overuse this, use patches instead!) ctrl + shift + LMB Selects only one face of the brush. ctrl+shift+alt+LMB Allows you to select many faces at once. 3D Window To move around freely in the 3D window, just rightclick in the window, a white crosshair will appear (see picture). Now just move the mouse to look around. If you also use the arrow-keys or the scroll wheel, you can look at the map from every angle, and look for errors in the editor. But you can also use the 3D window to do other things: MMB If you have one brush selected, non-selected brush with the MMB the selected brush will get the same texture as the non-selected (very useful and also a lot faster than messing around with the textures window). alt + LMB Moves the texture on the brush. ctrl + LMB Disorts the selected brush. LMB Moves the selected brush around in the map (unaccurate! – not to recommend).
  2. Textures First of all we create a new folder in our …Base/textures – folder. Give it the name of your map (here: "testmap"): Now we put the textures for the terrain into this folder (here: "rock", "grass" and "dirt"): EasyGen Then we start EasyGen and create a terrain with the Modifier like usual: (Optionally we could also import a 8-Bit heightmap ) Hint: the little red box in the middle of the terrain represents the player, and has the same size as a player. Now we click the tab next to "Modifier" » "Alphamap", and then in one of the black boxes. This will open a window in which you can select a color. We choose green as the first color, because this will be our "grass". Then we open the "Textures" menu in the menu bar and choose "Add folder …". This way we can load the textures we have just put into the folder. So we choose the folder "testmap" which we created earlier: Our 3 textures are now shown in the panel on the left so let’s click the "grass" – texture, it should now appear under the greenbox. Now just click the "Rendering: Texture" – symbol and we should see the terrain covered with the "grass" – Texture. Hint: to get rid of the tiling, click "Zoom 1:1" in the textures menu. Now that we have the base texture, we can start to worry about the other textures. To add another texture, do it the same way as we did with the first one, so click another black box and choose another color than the one used in „grass“. Then click the texture below. Here I used brown for "rock" and yellow for "dirt". To apply the second texture to the terrain, we can just select one of the colored boxes. Then hold down "shift+ctrl" and move your mouse over the terrain, click the left mouse button every time you want to apply the texture (or hold it down). Important: this method of blending terrain only supports 2-Way Blending, if more than 2 textures come together in one point, black triangles will appear, so try to avoid this!!! Hint: if those black triangles appear anyway, don’t panic, just use the base texture over the area and start over. Once again the "Rendering: Texture" view (on the left the alphamap view and the heightmap). Turns off the grid (on the right the view for Rectangles and Polygons). Turns off those ugly axes . Export When we are satisfied with the terrain and the textures, we can export it all. To do so we open the file menu in the menu bar, go to export and choose the entry "Terrain entity (.map)" in the appearing submenu: This will open a window in which we have to change some settings: We check the "Insert into a Skybox" and "Add an info_player_start" checkboxes. Choose "q3map2_new" in the "Templates" menu (Metashader section) - Hint: scroll down, download testmap.zip and install the templates!!! We put the name of our map into the name field (Metashader section). In "top:" and "bottom, sides:" we change "common" to "system" ("common" is for Q3) Then we click the "…" in the Alphamap section (next o the gray field), a window will open, in this window we browse to our base folder and enter the name of our map: By clicking "Save" the mapname ("testmap") will be entered into the field hat was empty. Then we do he same thing with the field below, here the base-subdirectory "scripts" must be selected: After this our "Export" – window should look like this: When everything is alright click "Continue >>". A window will open and we find ourselves in the "maps" – folder (if not, we browse there!) and save our terrain as .map with the name "testmap" (like usual). Confirm with "Save" and voila, done. Now we save our terrain incase we want to change anything later (textures or surface). To do this just go to "File" » "Save As…" the file will be saved in the EasyGen subfolder "save": Radiant Close EasyGen, open Radiant and load the map, this might take a while. Hint: anyone who panics can calm down, the green "terrain" - texture is completely normal. We see that EasyGen put the terrain into a skybox, there is also an info_player_start entity. Sadly, EasyGen used the "common/caulk" – texture anyway; but that's no problem – we can just replace it with the "system/caulk" – texture. To do this, just find the menu "Textures" in the menu bar and click "Find/Replace…". This will open a window, here click the first white field and then the "common/caulk" – texture. Then click the second field and click the "system/caulk" – texture, confirm with "OK": Now we have to give the skybox a sky. You can choose a shader with a sun, put a bunch of lights in the map or just add an ambient value to the worldspawn. There’s one more thing we have to do, so select a brush in the skybox and press "N". Then delete some lines in the following window: Always click one line and then the "Del Key/Pair" (on the right). And then we’re finished with the map, yay! (Of course you can put in heaps of other things like plants, houses, water, etc). Make a PK3 We save our map and close Radiant. Then we go to our …Base/scripts – folder and move "testmap.shader" into the …Base/shaders – folder. (from scripts to shaders) There is also a file called "shaderlist.txt" that we open now. At the bottom we add "testmap" this entry is very important. Radiant and q3map2 need this to recognize the shader during a compile. Now we create two folders on our desktop: We call the first one "textures" and the second one "shaders". Then we cut (CTRL+X) the "testmap" folder out of our …Base/textures – folder and paste it (CTRL+V) into out new "textures" – folder on our desktop. Then we do the same with the shader: Cut the "testmap.shader" out of …Base/shaders and into the new "shaders" – folder on the desktop. Now we only need "testmap.pcx" from the …Base - folder. This file is also cut out and pasted onto the desktop. Now we need a program which can create .zip files (here: WinRAR). In the program we browse to the deskop and select "testmap.pcx" and the two folders "textures" and "shaders". Then we click "Add". In the new window we type the path to the desktop and the name of the file (here "testmap.pk3"). Important: in other programs you should use "testmap.zip" and later rename to "testmap.pk3". Hint: a .pk3 is the same as a .zip, just with another extension. Press "OK" and close the program after the packing process is complete. Now move the new file called "testmap.pk3" into the base folder! Compile Close everything and open Q3Map2Build. In the "Light options " we have to check the "-shade" checkbox, to enable the "Phong – Shading – Technique" (this makes the terrain look more round and better lighted). Click "Save" and you’re done! Now we compile the map. To do it, click on he map in the list, then click "Build". Important: don’t close Q3map2Build!! When the compile is done we can just click "Play" to play the map. And this is how it should look in game: That wasn’t so hard, was it? Example Files Hint: following files can be downloaded: testmap.map testmap.bsp testmap.eng testmap.pk3 (shaders, textures, alphamap) "q3map2_new" - templates for EasyGen testmap.zip (695 kB)
  3. The Textures First, we take care of the textures we will need. The texture "water" is a normal .jpg (RGB-mode saved in 'Baseline-Standard'). mymap/water.jpg (scaled 50%) "env_water" is our environment texture and also a .jpg (RGB-mode saved in 'Baseline-Standard'). To get it we have have to build a testmap. That testmap should consist of the skybox (with lighting), a skyportal (if needed) including your basic/background terrain and an info_playerstart. After compile you start the map (devmap [mapname]) and type following two commands into the console: cg_draw2d 0 cg_drawgun 0 After that you change into first-person view and take 2 screenshots of the map. Just go in the middle of your map and take a shot after every 90° while turning around. Hint: if possible, avoid very bright spots on those screenshots. shot1 (scaled 25%) shot2 (scaled 25%) Now merge both pics together by using a graphics program such as Photoshop. Then scale it till it has a texture format (1024x1024 pixel should be more than enough). Now use the Motion Blur Filter to make it unsharp. Last but not least bright it up around 75% and save it as .jpg (RGB-mode saved in 'Baseline-Standard'). mymap/env_water.jpg (scaled 25%) The Shader textures/mymap/water // name of the texture (in Radiant) { qer_editorimage textures/mymap/water // picture of the shader in Radiant sort banner // depth sorting of shaders qer_trans 0.8 // transparency in Radiant surfaceparm nonsolid // surface is non solid surfaceparm nonopaque // surface is transparent surfaceparm trans // surface is transparent 2 surfaceparm water // water characteristics q3map_material Water // water characteristics 2 tessSize 128 // divides Brushes into 128x128 Brushes deformvertexes normal 0.1 1.85 // undulation deformvertexes wave 128 sin 0 1 0.3 2 // undulation 2 { map textures/mymap/water // basic texture blendFunc GL_ONE GL_SRC_ALPHA // transparency rgbGen const ( 0.5 0.5 0.5 ) // weakens colors 50% alphaFunc GE128 // filters black alphaGen const 1.0 // alpha-channel attitudes tcmod scroll 0 -0.25 // texture scrolling (optional) } { map textures/mymap/env_water // environment texture (reflectivity) tcGen environment // makes this an environment stage rgbGen const ( 0.5 0.4 0.4 ) // (red stronger than green & blue) blendFunc GL_ONE GL_ONE // transparency } { map textures/mymap/env_water // environment texture (reflectivity) tcGen environment // makes this an environment stage blendFunc GL_DST_COLOR GL_ZERO // transparency } { map $lightmap // lightmap stage blendFunc GL_DST_COLOR GL_ZERO // transparency } } Pack shader and texturen into a .pk3 and move it into your base folder. Important: don't forget the shaderlist.txt (...base/shaders) entry! Ingame To use the new water, create a brush and give it the "system/caulk_water" texture. Now select the visible sites of the brush (ctrl+shift+alt+left mous button in 3d window) and give those the new "mymap/water" texture. Now it's time to compile.
  4. DarthNormaN

    Rainbow

    The Texture First you create an image (Paint does the job here) with the size of a texture (here: 256x512), by drawing straight lines (hold down Shift) in colors of a rainbow. (You can see the order by looking closely at real pictures of rainbows) Important: Center the lines and make sure they have he same distance to each other! http://i27.photobucket.com/albums/c167/EAWpics/1.jpg Then you open the image in a "better" image manipulation program. I used Photoshop and the blur filter "Motion Blur": twice at 0 degrees (with 50 pixel disort) and twice at 90 degrees (again 50 pixel disort). http://i27.photobucket.com/albums/c167/EAWpics/3.jpg Save it all as a Baseline - Standard ".jpg" and the texture is ready. http://i27.photobucket.com/albums/c167/EAWpics/4.jpg The Shader Now you just have to equip the texture with a shader. textures/meinemap/regenbogen // Name of the texture (in Radiant) { q3map_nolightmap // No shadows on the texture surfaceparm nolightmap // No shadows on the texture surfaceparm nonsolid // Makes it non-solid surfaceparm nonopaque // Transparency surfaceparm nomarks // No weapon marks surfaceparm trans // Transparency cull twosided // Patch is visible from both sides { map textures/mymap/rainbow // Path of the texture blendFunc GL_ONE GL_SRC_ALPHA // Transparency rgbGen const ( 0.5 0.5 0.5 ) // Less saturated colors alphaFunc GE128 // Filters out black alphaGen const 1.0 // Alpha channel property } } Texture and shader are now packaged into a .pk3 and moved to …GameData/Base/. Important: Don’t forget the entry in the shaderlist.txt (…Base/shaders)! Ingame To put the rainbow into a map, just make a big patch and apply the rainbow texture (press Shift+S and click on "Fit" to strech the texture). Now just disort (press V, then manipulate) and move it to the right place. http://i27.photobucket.com/albums/c167/EAWpics/5.jpg Now, that we have the rainbow in the map, lets compile (see: Q3map2GUI tutorial).http://i27.photobucket.com/albums/c167/EAWpics/6.jpg Comparison: http://i27.photobucket.com/albums/c167/EAWpics/2.jpg
  5. Introduction Ok there we go, this is the first official tutorial about Darth Arth's compiler frontend Q3Map2GUI. So what is the idea behind this little program, you ask? Well, you may know Q3Map2Build or Q3Map2toolz which are very similar programs. And maybe you don't even know that such programs exist and use Radiant (boooh) to compile your maps, anyway Q3Map2GUI takes all the good features and merge them together, resulting in a small but effective frontend for Q3Map2. You can download the latest version here. Hint: Since it is a free program there are some known issues in the current version: The error "Map Leaked" isn't recognized as such and the error/warning windows won't be reset when you start a new Compile. The Program After starting Q3Map2GUI you will see something like this: Don't be shocked about all those buttons, trust me, it is really not as hard as you may think. Since this program don't know anything about your folder structure or your favourite compile switches, you have to set it up properly first. Let's begin with the most important thing: Folders & Settings. Compiler Settings Q3Map2.exe location: Type the path or browse to your Q3Map2.exe, that's the Compiler, download the latest version here. Checkboxes: Those checkboxes are depending on your taste. Game Settings Game: Choose the game you want to map for here. Use devmap: I prefer playing in devmode while testing a map but that's up to you. Single-Player.exe: Browse to your game's single player.exe (important!). Multi-Player.exe: Browse to your game's multi player.exe (optional but recommended). Logging Settings use logging: I highly recommend using loggin! (7525 is the standard Port) Log-File Folder: Browse to a folder where all logs will be saved. Log-File Viewer: Choose Internal Viewer or notepad(++)/wordpad/whatever. When you are done, click on save. You can also export your latest settings to backup them or import a saved setting file (import/export buttons). Next on the list is Game Options: Here you can choose game switches for your server, when you start your map from Q3Map2GUI. I prefer the settings you can see in the image above. Compile .map Now to the interesting part - the compile. In the left upper corner of Q3Map2GUI you see the map files list. If there are no maps listed you either set up the wrong path to your single player.exe or you maps folder is just empty. Anyway if you have subfolders in your base/maps folder you can go there by using the browse button: To compile your map, you have to tell the Compiler (q3map2.exe) which switches it should use. Therefor you have two ways in Q3Map2GUI to do so: #1 Custom Settings: You can write down your switches for each stage by hand or you click on the buttons at the right and choose the ones you want for your map, Q3Map2GUI will add them automatically to the list. You can save those switches now by giving them a name and adding them to the Quick Options List. Here an overview of all switches for each stage: BSP Options: VIS Options: LIGHT Options: #2 Quick Options: Quick Options is something you know from Radiant. Pre-saved switches combined to make Compile faster. If you click on "Edit List" a new window will open: Down there you find the complete list of your Quick Options. (Mine is smaller than yours because i deleted the presaved ones. ) Anyway, when you click on one of them a detailed list of the switches gets displayed on the upper half of the window (looks similar to Custom Settings). There you can add or remove switches and save or delete whole Quick Options. Okay, now that everything is set up, you can compile. Choose the map from the map list, choose the right Custom Setting or Quick Option and press "Build BSP": If you get any warnings or errors during compile Q3Map2GUI will create a list of them on the left. You can look at the list by clicking on the exclamation mark. Warnings: Errors: Of course it is always better to have a bug-free compile. Play .bsp If that is the case, you can start your map by choosing ".bsp" in the map list view, choosing the right bsp and clicking on "Play SP" or "Play MP". External Links Q3Map2: Download Support Forum Q3Map2GUI: Download Support Forum (german) Support Forum (english) Switches: Q3Map2 - Wikibook
  6. Preferences After you have Installed and started GtkRadiant, you can customize the Preferences (press "P") to suit your needs. Game settings: Here you choose the game you want to map for. 2D Display/Rendering: Here you should leave the factory settings. 3D View: This is concerning the 3D window. It's better to push the regulators to the very left. Texture Settings: Leave the standard settings Layout: Here you can customize the layout of the windows; You should experiment with this setting to see what you like best, I prefer this layout: Mouse: Here you should make sure that "3 button" is selected; but only if you have a 3-button mouse. Editing: Just leave the standard settings. Startup/Autosave: "Load last map on open": command Radiant to automatically open the last used map on startup. "Autosave"-function: Here you can set how often you want the map o get autosaved to autosave.map, 5min is usually a good setting. Paths: You can just leave this empty. Misc: You should leave the factory settings. BSP Monitoring: Not important, because Q3map2 is used for compile User Interface 1) The menu and toolbars, with which you can do all important stuff. 2) The 3D window, here your map will be displayed in 3D and Color. 3) The Texture window which shows all textures that are currently loaded, to load textures go to: Menu Bar » Textures » *Texture Directory*. 4) The 2D window, your map can be shown in three ways: from above, from the side or from the front You can switch between therse views by pressing this button in the toolbar: 5) This window displays the height of your brushes; the brushe can be selected and moved up/down (is rarely used » can be hidden). 6) This is a console where the program prints everything its doing including compile logs and actions like moving brushes. This can be limited to 1 row. 7) The statusbar which shows the position (X Y Z coordinates) of the cursor and the number of non-selected brushes and entities. Hotkeys Hotkeys in gereral are used to make Work easier, and whats alot more important, to make it faster. Its not necesarry to know all the hotkeys, because normally all these functions can also be Activated by buttons or menus. There are a lot of hotkeys in GtkRadiant, first, here are the most important ones. (These also apply to many other windows programs): Hotkeys in gereral are used to make Work easier, and whats alot more important, to make it faster. Its not necesarry to know all the hotkeys, because normally all these functions can also be Activated by buttons or menus. There are a lot of hotkeys in GtkRadiant, first, here are the most important ones. (These also apply to many other windows programs): LMB=left mouse button; MMB=middle ~; RMB=right ~ ctrl + N - new map O - open map S - save A - select all X - cut out C - copy V - paste Y - undo Radiant Hotkeys , and . - Move the camera to the left or to the right. A and Y - Tilts the camera up and down. C and D - Moves the camera up and down. E - Selects all sides of the brush so these can be dragged around, this is useful for building angled things. H - This hides all selected brushes (shift + H to show them again). I - Inverts the selection. J - Switches between the four kinds of brush-selection: 1. red overlay + white borders (default and best!) 2. only red overlay (good for editing handmade terrain) 3. no kind of marks 4. only white borders K - Opens the color chooser (for lights). L - Opens the entity overview window where all entity types used are shown. M - Shows how many entities/brushes there are in the map and how often each is used. N - Opens the entity editor. P - Opens the preferences window. Q - Shows the size of the selected brush in all 2D Views R - Activates the “Free Rotate” function which lets you rotate the brush in any direction (not to recommend due texture disort). S - Opens the surface inspector wich which you can change texture atributes. V - This lets you go into Vertex editing mode. Often used with patches. You will get a wireframe of the selected curve (Patch, Cylinder, Endcap, etc). You can then move the dots to shape the curve. These buttons will help you to rotate bigger selections: BACKSPACE - This will delete the selection. SPACE - Duplicates the current selection, all properies are kept! 1 - 9 - Changes the gridsize in the 2D windows 1=smallest, 9=biggest, 0=no grid Shortcuts shift + LMB Selects/deselects bbjects (only recommended the 3D window). shift + S Opens the patch properties window, this works similar to the Surface inspector, but is used for patches. shift + P This turns a normal brush into a patch. shift + U This activates the cut-out function (CSG Subtract). shift + B Opens the surface inspector ( = press "S"). shift + R This makes that the texture is unstickied from the surface, the texture will now stop moving with the surface. shift + T Undos the above. shift + C This puts Endcaps on the selected curve. ctrl + LMB Disorts the selected brush (unimortant). ctrl + K Connects different entities to eachother (used to make spotlights, connect tiggers to the thing they trigger, etc.). ctrl + I Inverts the texture on the current curve so that the other side is textured. ctrl + T Thicken function, just try this out, it will thicken the selected patch. ctrl + 3-9 Defines the number of corners in a brush. (Don’t overuse this, use patches instead!) ctrl + shift + LMB Selects only one face of the brush. ctrl+shift+alt+LMB Allows you to select many faces at once. 3D Window To move around freely in the 3D window, just rightclick in the window, a white crosshair will appear (see picture). Now just move the mouse to look around. If you also use the arrow-keys or the scroll wheel, you can look at the map from every angle, and look for errors in the editor. But you can also use the 3D window to do other things: MMB If you have one brush selected, non-selected brush with the MMB the selected brush will get the same texture as the non-selected (very useful and also a lot faster than messing around with the textures window). alt + LMB Moves the texture on the brush. ctrl + LMB Disorts the selected brush. LMB Moves the selected brush around in the map (unaccurate! – not to recommend).
  7. Textures First of all we create a new folder in our …Base/textures – folder. Give it the name of your map (here: "testmap"): Now we put the textures for the terrain into this folder (here: "rock", "grass" and "dirt"): EasyGen Then we start EasyGen and create a terrain with the Modifier like usual: (Optionally we could also import a 8-Bit heightmap ) Hint: the little red box in the middle of the terrain represents the player, and has the same size as a player. Now we click the tab next to "Modifier" » "Alphamap", and then in one of the black boxes. This will open a window in which you can select a color. We choose green as the first color, because this will be our "grass". Then we open the "Textures" menu in the menu bar and choose "Add folder …". This way we can load the textures we have just put into the folder. So we choose the folder "testmap" which we created earlier: Our 3 textures are now shown in the panel on the left so let’s click the "grass" – texture, it should now appear under the greenbox. Now just click the "Rendering: Texture" – symbol and we should see the terrain covered with the "grass" – Texture. Hint: to get rid of the tiling, click "Zoom 1:1" in the textures menu. Now that we have the base texture, we can start to worry about the other textures. To add another texture, do it the same way as we did with the first one, so click another black box and choose another color than the one used in „grass“. Then click the texture below. Here I used brown for "rock" and yellow for "dirt". To apply the second texture to the terrain, we can just select one of the colored boxes. Then hold down "shift+ctrl" and move your mouse over the terrain, click the left mouse button every time you want to apply the texture (or hold it down). Important: this method of blending terrain only supports 2-Way Blending, if more than 2 textures come together in one point, black triangles will appear, so try to avoid this!!! Hint: if those black triangles appear anyway, don’t panic, just use the base texture over the area and start over. 1. Once again the "Rendering: Texture" view (on the left the alphamap view and the heightmap). 2. Turns off the grid (on the right the view for Rectangles and Polygons). 3. Turns off those ugly axes . Export When we are satisfied with the terrain and the textures, we can export it all. To do so we open the file menu in the menu bar, go to export and choose the entry "Terrain entity (.map)" in the appearing submenu: This will open a window in which we have to change some settings: 1. We check the "Insert into a Skybox" and "Add an info_player_start" checkboxes. 2. Choose "q3map2_new" in the "Templates" menu (Metashader section). Hint: scroll down, download testmap.zip and install the templates!!! 3. We put the name of our map into the name field (Metashader section). 4. In "top:" and "bottom, sides:" we change "common" to "system" ("common" is for Q3) Then we click the "…" in the Alphamap section (next o the gray field), a window will open, in this window we browse to our base folder and enter the name of our map: By clicking "Save" the mapname ("testmap") will be entered into the field hat was empty. Then we do he same thing with the field below, here the base-subdirectory "scripts" must be selected: After this our "Export" – window should look like this: When everything is alright click "Continue >>". A window will open and we find ourselves in the "maps" – folder (if not, we browse there!) and save our terrain as .map with the name "testmap" (like usual). Confirm with "Save" and voila, done. Now we save our terrain incase we want to change anything later (textures or surface). To do this just go to "File" » "Save As…" the file will be saved in the EasyGen subfolder "save": Radiant Close EasyGen, open Radiant and load the map, this might take a while. Hint: anyone who panics can calm down, the green "terrain" - texture is completely normal. We see that EasyGen put the terrain into a skybox, there is also an info_player_start entity. Sadly, EasyGen used the "common/caulk" – texture anyway; but that's no problem – we can just replace it with the "system/caulk" – texture. To do this, just find the menu "Textures" in the menu bar and click "Find/Replace…". This will open a window, here click the first white field and then the "common/caulk" – texture. Then click the second field and click the "system/caulk" – texture, confirm with "OK": Now we have to give the skybox a sky. You can choose a shader with a sun, put a bunch of lights in the map or just add an ambient value to the worldspawn. There’s one more thing we have to do, so select a brush in the skybox and press "N". Then delete some lines in the following window: Always click one line and then the "Del Key/Pair" (on the right). And then we’re finished with the map, yay! (Of course you can put in heaps of other things like plants, houses, water, etc). Make a PK3 We save our map and close Radiant. Then we go to our …Base/scripts – folder and move "testmap.shader" into the …Base/shaders – folder. (from scripts to shaders) There is also a file called "shaderlist.txt" that we open now. At the bottom we add "testmap" this entry is very important. Radiant and q3map2 need this to recognize the shader during a compile. Now we create two folders on our desktop: We call the first one "textures" and the second one "shaders". Then we cut (CTRL+X) the "testmap" folder out of our …Base/textures – folder and paste it (CTRL+V) into out new "textures" – folder on our desktop. Then we do the same with the shader: Cut the "testmap.shader" out of …Base/shaders and into the new "shaders" – folder on the desktop. Now we only need "testmap.pcx" from the …Base - folder. This file is also cut out and pasted onto the desktop. Now we need a program which can create .zip files (here: WinRAR). In the program we browse to the deskop and select "testmap.pcx" and the two folders "textures" and "shaders". Then we click "Add". In the new window we type the path to the desktop and the name of the file (here "testmap.pk3"). Important: in other programs you should use "testmap.zip" and later rename to "testmap.pk3". Hint: a .pk3 is the same as a .zip, just with another extension. Press "OK" and close the program after the packing process is complete. Now move the new file called "testmap.pk3" into the base folder! Compile Close everything and open Q3Map2Build. In the "Light options " we have to check the "-shade" checkbox, to enable the "Phong – Shading – Technique" (this makes the terrain look more round and better lighted). Click "Save" and you’re done! Now we compile the map. To do it, click on he map in the list, then click "Build". Important: don’t close Q3map2Build!! When the compile is done we can just click "Play" to play the map. And this is how it should look in game: That wasn’t so hard, was it? Example Files Hint: following files can be downloaded: testmap.map testmap.bsp testmap.eng testmap.pk3 (shaders, textures, alphamap) "q3map2_new" - templates for EasyGen testmap.zip (695 kB)
  8. The Textures First, we take care of the textures we will need. The texture "water" is a normal .jpg (RGB-mode saved in 'Baseline-Standard'). mymap/water.jpg (scaled 50%) "env_water" is our environment texture and also a .jpg (RGB-mode saved in 'Baseline-Standard'). To get it we have have to build a testmap. That testmap should consist of the skybox (with lighting), a skyportal (if needed) including your basic/background terrain and an info_playerstart. After compile you start the map (devmap [mapname]) and type following two commands into the console: cg_draw2d 0 cg_drawgun 0 After that you change into first-person view and take 2 screenshots of the map. Just go in the middle of your map and take a shot after every 90° while turning around. Hint: if possible, avoid very bright spots on those screenshots. shot1 (scaled 25%) shot2 (scaled 25%) Now merge both pics together by using a graphics program such as Photoshop. Then scale it till it has a texture format (1024x1024 pixel should be more than enough). Now use the Motion Blur Filter to make it unsharp. Last but not least bright it up around 75% and save it as .jpg (RGB-mode saved in 'Baseline-Standard'). mymap/env_water.jpg (scaled 25%) The Shader textures/mymap/water // name of the texture (in Radiant) { qer_editorimage textures/mymap/water // picture of the shader in Radiant sort banner // depth sorting of shaders qer_trans 0.8 // transparency in Radiant surfaceparm nonsolid // surface is non solid surfaceparm nonopaque // surface is transparent surfaceparm trans // surface is transparent 2 surfaceparm water // water characteristics q3map_material Water // water characteristics 2 tessSize 128 // divides Brushes into 128x128 Brushes deformvertexes normal 0.1 1.85 // undulation deformvertexes wave 128 sin 0 1 0.3 2 // undulation 2 { map textures/mymap/water // basic texture blendFunc GL_ONE GL_SRC_ALPHA // transparency rgbGen const ( 0.5 0.5 0.5 ) // weakens colors 50% alphaFunc GE128 // filters black alphaGen const 1.0 // alpha-channel attitudes tcmod scroll 0 -0.25 // texture scrolling (optional) } { map textures/mymap/env_water // environment texture (reflectivity) tcGen environment // makes this an environment stage rgbGen const ( 0.5 0.4 0.4 ) // (red stronger than green & blue) blendFunc GL_ONE GL_ONE // transparency } { map textures/mymap/env_water // environment texture (reflectivity) tcGen environment // makes this an environment stage blendFunc GL_DST_COLOR GL_ZERO // transparency } { map $lightmap // lightmap stage blendFunc GL_DST_COLOR GL_ZERO // transparency } } Pack shader and texturen into a .pk3 and move it into your base folder. Important: don't forget the shaderlist.txt (...base/shaders) entry! Ingame To use the new water, create a brush and give it the "system/caulk_water" texture. Now select the visible sites of the brush (ctrl+shift+alt+left mous button in 3d window) and give those the new "mymap/water" texture. Now it's time to compile.
  9. DarthNormaN

    Rainbow

    The Texture First you create an image (Paint does the job here) with the size of a texture (here: 256x512), by drawing straight lines (hold down Shift) in colors of a rainbow. (You can see the order by looking closely at real pictures of rainbows) Important: Center the lines and make sure they have he same distance to each other! Then you open the image in a "better" image manipulation program. I used Photoshop and the blur filter "Motion Blur": twice at 0 degrees (with 50 pixel disort) and twice at 90 degrees (again 50 pixel disort). Save it all as a Baseline - Standard ".jpg" and the texture is ready. The Shader Now you just have to equip the texture with a shader. textures/meinemap/regenbogen // Name of the texture (in Radiant) { q3map_nolightmap // No shadows on the texture surfaceparm nolightmap // No shadows on the texture surfaceparm nonsolid // Makes it non-solid surfaceparm nonopaque // Transparency surfaceparm nomarks // No weapon marks surfaceparm trans // Transparency cull twosided // Patch is visible from both sides { map textures/mymap/rainbow // Path of the texture blendFunc GL_ONE GL_SRC_ALPHA // Transparency rgbGen const ( 0.5 0.5 0.5 ) // Less saturated colors alphaFunc GE128 // Filters out black alphaGen const 1.0 // Alpha channel property } } Texture and shader are now packaged into a .pk3 and moved to …GameData/Base/. Important: Don’t forget the entry in the shaderlist.txt (…Base/shaders)! Ingame To put the rainbow into a map, just make a big patch and apply the rainbow texture (press Shift+S and click on "Fit" to strech the texture). Now just disort (press V, then manipulate) and move it to the right place. Now, that we have the rainbow in the map, lets compile (see: Q3map2GUI tutorial). Comparison:
  10. Introduction Ok there we go, this is the first official tutorial about Darth Arth's compiler frontend Q3Map2GUI. So what is the idea behind this little program, you ask? Well, you may know Q3Map2Build or Q3Map2toolz which are very similar programs. And maybe you don't even know that such programs exist and use Radiant (boooh) to compile your maps, anyway Q3Map2GUI takes all the good features and merge them together, resulting in a small but effective frontend for Q3Map2. You can download the latest version here. Hint: Since it is a free program there are some known issues in the current version: The error "Map Leaked" isn't recognized as such and the error/warning windows won't be reset when you start a new Compile. The Program After starting Q3Map2GUI you will see something like this: Don't be shocked about all those buttons, trust me, it is really not as hard as you may think. Since this program don't know anything about your folder structure or your favourite compile switches, you have to set it up properly first. Let's begin with the most important thing: Folders & Settings. Compiler Settings Q3Map2.exe location: Type the path or browse to your Q3Map2.exe, that's the Compiler, download the latest version here. Checkboxes: Those checkboxes are depending on your taste. Game Settings Game: Choose the game you want to map for here. Use devmap: I prefer playing in devmode while testing a map but that's up to you. Single-Player.exe: Browse to your game's single player.exe (important!). Multi-Player.exe: Browse to your game's multi player.exe (optional but recommended). Logging Settings use logging: I highly recommend using loggin! (7525 is the standard Port) Log-File Folder: Browse to a folder where all logs will be saved. Log-File Viewer: Choose Internal Viewer or notepad(++)/wordpad/whatever. When you are done, click on save. You can also export your latest settings to backup them or import a saved setting file (import/export buttons). Next on the list is Game Options: Here you can choose game switches for your server, when you start your map from Q3Map2GUI. I prefer the settings you can see in the image above. Compile .map Now to the interesting part - the compile. In the left upper corner of Q3Map2GUI you see the map files list. If there are no maps listed you either set up the wrong path to your single player.exe or you maps folder is just empty. Anyway if you have subfolders in your base/maps folder you can go there by using the browse button: To compile your map, you have to tell the Compiler (q3map2.exe) which switches it should use. Therefor you have two ways in Q3Map2GUI to do so: #1 Custom Settings: You can write down your switches for each stage by hand or you click on the buttons at the right and choose the ones you want for your map, Q3Map2GUI will add them automatically to the list. You can save those switches now by giving them a name and adding them to the Quick Options List. Here an overview of all switches for each stage: BSP Options: VIS Options: LIGHT Options: #2 Quick Options: Quick Options is something you know from Radiant. Pre-saved switches combined to make Compile faster. If you click on "Edit List" a new window will open: Down there you find the complete list of your Quick Options. (Mine is smaller than yours because i deleted the presaved ones. ) Anyway, when you click on one of them a detailed list of the switches gets displayed on the upper half of the window (looks similar to Custom Settings). There you can add or remove switches and save or delete whole Quick Options. Okay, now that everything is set up, you can compile. Choose the map from the map list, choose the right Custom Setting or Quick Option and press "Build BSP": If you get any warnings or errors during compile Q3Map2GUI will create a list of them on the left. You can look at the list by clicking on the exclamation mark. Warnings: Errors: Of course it is always better to have a bug-free compile. Play .bsp If that is the case, you can start your map by choosing ".bsp" in the map list view, choosing the right bsp and clicking on "Play SP" or "Play MP". External Links Q3Map2: Download Support Forum Q3Map2GUI: Download Support Forum (german) Support Forum (english) Switches: Q3Map2 - Wikibook
  11. Hey, I am not really into mapping anymore but I'd love to see a Force Awakens map.. the insides of the Starkiller Base would work as a map. There a blue prints of it on the internet (overall layout of the set, size comparisons etc.). I started some brushwork on it (no textures/shaders yet) when I got the BluRay.. could be a nice start. We could use standard textures from the game. Tell me what you think.
  12. 365 downloads

    Buildtime : 5 days Compiletime : 1h 20min Brushes : 3623 Entities : 299 (225 lights) Botsupport : Yes but not very(!) good New textures : Yes New music : No (hoth2/hoth2_action) New models : No My third map ever; first for JK3. Detailed reproduction of the DeathBall map Sediment from Unreal Tournament 2003! Original Textures and nearly the same lightning thanks to q3map2. ;D It's a small but long room under water. Ideal for duel/powerduel but ffa and tffa are also possible. Enjoy and good playing on it! Put the .pk3-file into ...JediKnight3/GameData/base !
  13. 618 downloads

    Hoth Brush count : 3721 Entity count : 772 Botsupport : Yes (maybe buggy) New textures : Yes New music : No (music/hoth2/hoth2_explore.mp3) New models : No The map FFA Hoth is part of the Illusions Tec Mappack. This map also has a long development but i had fun with it, too. It consists of three main parts: The outdoor area The indoor area The underground chamber All three parts are conected with each other and have a quite nice atmosphere. I added a fx_snow to give you a better Hoth feeling. (brrr, cold up here ) I really hope you guys will have as much fun with it as i had when building it. And yes, there is a secret, too. (consoles can be used by pressing use-button) I hope you bring up a good video card because sometimes the fps rate is a bit low. (but still over 25 without glow effect) put the .pk3 file into ...JediKnight:JediAcademy/GameData/base ! Desert Buildtime : about 6 month Compiletime : ~1 h Brush count : 3473 Entity count : 915 Botsupport : Yes (maybe buggy) New textures : No New music : No (no music is used) New models : No The map FFA Desert is part of the Illusions Tec Mappack. After a long development this Desert map is now done. (finaly i have to say because this map was getting on my nerves at the end) It consists of three main parts: The courtyard The cantina The hangar All three parts are conected with each other and have a quite nice atmosphere. There are also some destroyable parts - some do even change the gameplay... Javas and droids are located here and there to give you a better Tatooine feeling. I really hope you guys will have as much fun with it as i had when building it. And yes, there is a secret (consoles can be used by pressing use-button) I hope you bring up a good video card because sometimes the fps rate is a bit low. (but still over 25 without glow effect) put the .pk3 file into ...JediKnight:JediAcademy/GameData/base !
  14. 857 downloads

    Buildtime : ~NO Comment~ Compiletime : ~1h Brushes : 4014 Entities : 419 Botsupport : Yes Secret : Yes New textures : Yes New effects : Yes New models : No New music : No (kor_lite/korrib_lite_explore) Facts about Arevass nspired by Nightelf Missons form WarCraft3(+Addon) (name and location) (WarCraft3: Reign of Caos & The Frozen Throne © Blizzard Entertainment) realism through environment mapped water, rainbow effects and reliable outdoor lightning... special shader effects (e.g. rainbow, crystals, shoreline etc.) multilayer-terrain with phongshading put the .pk3 file into your 'JediKnight:JediAcademy/GameData/base' folder I hope you will enjoy it! » Darth NormaN ...and btw: turn glow effect on ('r_dynamicGlow 1'), it looks so pretty We (my testers and me) tested this map on a clear version of JKA (v1.0.1, without bonus mappack). So if there are still some unexpected bugs then you have broken shaders/assets in your base folder. If you are sure that this is not the case contact me personally or in the forums i mentioned above.But i hope that won't be necessary ;P The archive 'arevass.pk3' includes the following files: map in .bsp AND .map format terrain in .pcx format new textures new shaders new effects arena file/levelshot/botroute ...and the folders that belong to them. To map with my shaders enter "arevass" into your shaderlist.txt! YOU ARE NOT ALLOWED TO COPY ANY MATERIAL OUT OF THE .map,I SEND IT FOR LEARNING AIMS ONLY!!!
  15. 1,053 downloads

    Buildtime : ~50h Compiletime : ~10min Brushes : 465 Entities : 165 Botsupport : Yes New textures : Yes (textures from JKII) New effects : Yes Secret : No New models : No New music : No (kor_dark/korrib_dark_explore) Facts about Duel Carbon JA non-commercial re-creation of Raven's "duel_carbon" from JKII (Jedi Knight II : Jedi Outcast ©Raven Software) new possibilities of interactivity: carbon-lift can be used lights can be switched out/on few things can be destroyed new graphics: supports JA's "Glow"-effect 2 carbon-packs were added new effects were added lightning was improved A LOT If you may already recognized is Duel Carbon JA a re-creation of JKII's duel_carbon, which i loved to play and so i decided to do rebuild that map and make it even a little bit better than the original. So all credits go to Raven Software, who developed this map. To achieve this I first rebuild it just from seeing old duel_carbon and not copying any material out of the .map. After that I made the lightning which was terrible in the original the map also supports the glow effect. Next thing was the interactivity and u know in Arevass there wasn't much of this so I decided to put something in here: 1st there is the carbon grapper that can be lift up 2nd u can switch some of the lights on/off and 3rd you can blow up many things. I know thats not too much but maybe it makes fun and gives the map more realism. OK that should be enough put the .pk3 file into your 'JediKnight:JediAcademy/GameData/base' folder I hope you will enjoy it! » Darth NormaN ...and btw: turn glow effect on ('r_dynamicGlow 1'), it looks so pretty We (my testers and me) tested this map on a clear version of JKA (v1.0.1, without bonus mappack). So if there are still some unexpected bugs then you have broken shaders/assets in your base folder. If you are sure that this is not the case contact me personally or in the forums i mentioned above. But i hope that won't be necessary ;P The archive 'duel_carbon_ja.pk3' includes the following files: map in .bsp AND .map format new textures new shaders new effects arena file/levelshot/botroute ...and the folders that belong to them. To map with my shaders enter "carbon_chamber" into your shaderlist.txt! YOU ARE NOT ALLOWED TO COPY ANY MATERIAL OUT OF THE .map,I SEND IT FOR LEARNING AIMS ONLY!!!
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