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Artemis

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Posts posted by Artemis

  1. On 4/5/2021 at 11:56 AM, Bubbles said:

    I think the issue is they want to ensure people are not playing with OpenJK/Eternal due to cvar unlocks.

    Try asking on https://discord.gg/tsVvA2wM  

    The JKCommunity discord you might find more luck there.

    Oh, that's not the issue at all, lol.  It's to keep new players who have no idea about what's going on from joining, jumping ingame during a pug, and causing chaos.

    Circa and Smoo like this
  2. Aaaaand I'm back for another post.

    I'm going to be adding the Duel1 replacement to the list of downloads at the beginning of this thread.  The only difference (that I remember) from the screenshots of it before is that I've added a Jedi Knight League banner to the back wall.  It should be fully playable on base servers, provided that you use Eternaljk or have another way of bypassing sv_pure.  It will possibly break on FFA servers that have it entity modded into another map, though, so beware.

    And now for something new, I've spent the past month working with someone else as a partial art director to make an FFA3 replacement that will work the same way as the Duel1 replacement.  I'll also be adding it to the links at the beginning of the thread.  The final compile took almost 14 hours total (to think I was getting antsy about 2 hour compiles before!), so I don't plan on making any changes to it in the near future.  Maybe in August if there are things that need to be changed.

    Several screenshots ahead:

    Spoiler

    7ssl2Hz.jpg

    ux6wwFI.jpg

    XT8lbRO.jpg

    G8moO8f.jpg

    kgKZzaT.jpg

    atJ8cHH.jpg

    9LSbIZx.jpg

    ECdYDam.jpg

    jlG4flV.jpg

     

    ZelZel, DarthStiv, Delmi and 5 others like this
  3. Quick update on the instagib map, I added bases for either side so CTF can be played.  I don't think the layout is ideal for CTF because there are only 2 ways in/out of the bases and one of them is a teleport (I ran out of patience with trying to connect hallways together).  Hopefully I'll be seeing the map in action soon, so I'll know what all to fix so I can call it done.  I did forget about changing the sky, but the map's taking about 2 hours to compile now, so I won't be messing with it just yet.

    Spoiler

    OiMCla0.jpg

    H3OoEsL.jpg

    Se0T0U9.jpg

    mqBq7uq.jpg

     

    Delmi and Circa like this
  4. I swear I'll get back to the temple map eventually, but in the meantime, I've got a couple of other projects I've worked on.

    The first is more technical than artistic.  I've used a lot of flat colored pngs in some of my maps, and I decided to simplify them all.  For the flat colored textures specifically, I didn't even need a png to start with, I could just specify the color of $whiteimage with rgbGen const.  So with that, I've got the black/grays/white colors that I need, along with most of the rainbow of other colors, and a variety of glowing textures.  I also wanted to simplify a texture that was mostly gray with a colored border that I use for boxes and jump pads.  I had a separate base texture and glow texture for each color, but I've got it cut down to one gray png with a transparent border and a single glow texture.  The map I tested this stuff in only has 4 custom textures, and a pretty lengthy shader file.

    Test map:

    Spoiler

    MEARm8r.jpg

    Some of the shaders, if anyone is curious.  The one for the squares is probably not the most efficient, and I'll take suggestions to further fix it if anyone has any.  Also I just realized I'm rgbGen const'ing $whiteimage to white in all of the white shaders, which is probably super unnecessary.  Shaders are not my strong suit.

    Spoiler
    
    textures/rmg/base_green
    {
    qer_editorimage textures/rmg/editor/base_green
    {
    map $lightmap
    }
    {
    map $whiteimage
    blendFunc GL_DST_COLOR GL_ZERO
    rgbGen const ( 0.39 1.0 0.0 )
    }
    }
    
    textures/rmg/glow_green
    {
    qer_editorimage textures/rmg/editor/base_green
    surfaceparm nomarks
    q3map_surfacelight 3000
    q3map_lightsubdivide 16
    q3map_nolightmap
    {
    map $whiteimage
    rgbGen const ( 0.39 1.0 0.0 )
    glow
    }
    }
    
    textures/rmg/sqr_green
    {
    qer_editorimage textures/rmg/editor/sqr_green
    q3map_lightRGB 0.39 1.0 0.0
    q3map_surfacelight 750
    {
    map $whiteimage
    rgbGen const ( 0.39 1.0 0.0 )
    }
    {
    map textures/rmg/sqr_trans
    alphaFunc GE128
    }
    {
    map $lightmap
    rgbGen identity
    blendFunc filter 
    }
    {
    map textures/rmg/sqr_glow
    blendFunc GL_ONE GL_ONE
    rgbGen const ( 0.39 1.0 0.0 )
    glow
    }
    }
    
    textures/rmg/jumppad_green
    {
    qer_editorimage textures/rmg/editor/jp_green
    q3map_lightRGB 0.39 1.0 0.0
    q3map_surfacelight 1000
    q3map_cloneshader textures/rmg/jumppad_efx_green
    {
    map $whiteimage
    rgbGen const ( 0.39 1.0 0.0 )
    }
    {
    map textures/rmg/sqr_trans
    alphaFunc GE128
    }
    {
    map $lightmap
    rgbGen identity
    blendFunc filter 
    }
    {
    map textures/rmg/sqr_glow
    blendFunc GL_ONE GL_ONE
    rgbGen const ( 0.39 1.0 0.0 )
    glow
    }
    }
    
    textures/rmg/jumppad_efx_green
    {
    q3map_notjunc
    q3map_nonplanar
    q3map_fur 2 4 .25
    surfaceparm trans
    surfaceparm nonsolid
    surfaceparm noimpact
    cull none
    {
    map textures/rmg/sqr_glow
    blendFunc GL_ONE GL_ONE
    rgbGen const ( 0.39 1.0 0.0 )
    glow
    }
    }

     

    I also revisited my ysal arena map and redid the texturing on it so it's not cheddar cheese orange anymore.  If you want to compare, there are a couple of screenshots of it on the previous page.

    Spoiler

    GqkRDVH.jpg

    xltSM6K.jpg

    Then I made a functional? instagib map over the weekend.  It hasn't been tested yet, beyond me making sure the team spawns, teleports, and jump pads work properly.  It could still use some tweaks as far as map geometry goes because there's a lot of empty space.  It's also a little bit small, so I might try adding on a room and maybe some CTF aspects.  This map and the ysal map do not have light entities, invisible light brushes, or any worldspawn lighting currently.  They're both taking about 30 mins to compile with -fastbounce, so I'll probably have to do final compiles when I'm actually out of the house for a decent length of time (not right now).  Also, the base sky shader is probably a placeholder until I find a better one.

    Spoiler

    xr8jtov.jpg

    57VsgQ8.jpg

    ES3zfCH.jpg

    AjGUokj.jpg

     

    Jeff, krkarr, Circa and 2 others like this
  5. Taking a tiny break from working on the temple map to do something else.  I don't spend a lot of time on duel1 because it's very dark (and also a duel map), but I do spend a ton of time on ffa3, so... I decided to see if I could just make duel1 look more like ffa3, and it appears that I can.  I hopped onto a server to test it and noticed some weirdness, not sure if it was the server or my map, though.  It could use some more work, I just put the map models back where they were on the original duel1 since I didn't know what else to do that would fit within the clip brushes.  Also, there are a couple of buggy places where there's brushwork in my map and not in the original that I should make nonsolid.

    Spoiler

    5P1l6A7.jpg

    R3VNoCs.jpg

    tTuTsO1.jpg

    YJQNJ8d.jpg

     

    ZelZel, Smoo, Siegfried and 1 other like this
  6. @AshuraDX I'm going to attempt that with python and Blender, sounds like a fun learning experience.

    I've tweaked my compile settings and did end up replacing -dark with -dirty because the other weird spots were apparently coming from -dark, but that still didn't fix the jagged lines on the terrain.  I also tried q3map_lightmapMergable, different q3map_shadeAngles, q3map_lightSampleOffset, and even just raising/lowering the verts to see if that would do anything, but so far, nope.  The terrain is brushes, but maybe it has to do with how they've been exported from Blender?  They're not the normal trisoup/quadsoup shape, they just have 4 verts apiece.  I can take a look at the script and maybe figure out a way to export them with 6 verts, dunno.

    I might need to just take a chunk of my map out and make it a new map so I can test the light settings without compiles taking forever.  With current settings I'm getting 2 bounces in an hour with -fastbounce, so I haven't even had a chance to try 8.

  7. @AshuraDX I swapped out ambient for a low _minlight value that may or may not be working out alright, and also took screenshots on gamma 1 this go around, instead of 1.25.  At some point I tried using multiple suns in my sky shader, but they were throwing shadows all over the place and obscuring the more defined shadows that I actually wanted.  I'd be up for trying it again, though.

    I've compiled it again with these settings, but I'm noticing some weirdness in places.

    -light -fast -filter -bounce 4 -bouncegrid -bouncescale 1.3 -dark -patchshadows -samples 2 -shade

    These places probably are supposed to be shadowed, but they look kinda buggy:

    Spoiler

    33L3iQ1.jpg

    80LZqAq.jpg

    uSstqIU.jpg

    QqgSwrJ.jpg

    h6YnHkR.jpg

    oFOSGHx.jpg

    Then my terrain is getting wrecked by -dark in places, which is unfortunate because this looks cool elsewhere on the map, and I'd rather not have to remove it.

    Spoiler

    BycCxVy.jpg

    egEmIdY.jpg

    And here are some new overall screenshots; I think I've got the exterior pretty much how I want it, but I still need to break up a lot of the floor space and add details.  Also, apologies for the lack of anti aliasing and jagged lines:

    Spoiler

    B4Mhe97.png

    ztqdmga.jpg

    5xsX9IC.jpg

    820l84g.jpg

     

    Smoo and yeyo JK like this
  8. I decided to start working on another map, this time a little bit outside of my comfort zone.  It's primarily outdoors (only outdoors right now), and the lighting has not been easy.  I'm using a shader sun and ambient light in the worldspawn for most of it, and it's still turning out pretty dark on the bottom floor, especially on default gamma.  I'll have to tweak it more as I go.  The map itself is based off of some artist's rendition of the hanging gardens of Babylon.  It's currently super blocky and lacking details, but I want to get the shape of the building down before I get too distracted with adding plants and more decorative stuff.  I originally started out with trisoup terrain, but after some trial and error I switched to Blender and exported some questionable, sculpted terrain.  The past couple of days have involved messing with horizon blending, but I've finally gotten that to a point where I feel like I can leave it and work more on the building...  Although I might redo the terrain again entirely later on, Idk.  Water textures/shader are borrowed from Szico's horizon blending tutorial for the time being.

    Images:

    Spoiler

    NTUZufP.png

    37CHoU7.jpg

    1yGYmTk.jpg

    F6YdO0f.jpg

     

    yeyo JK, Smoo, Jeff and 2 others like this
  9. It looks like the normals are flipped around in spots.  There's an option to disable backface culling in Blender somewhere, I can't say exactly where from memory.  But turning that on should let you see what's messed up.  Alternatively, there should also be an option to just show the direction of the normals, which I think you can only get to in edit mode.  You can fix it in edit mode by recalculating normals or selecting just the problem areas and flipping normals, because sometimes recalculating only half fixes it.

  10. Oh!  This is a custom shader with no actual image.  You can name the shader anything, like if you have a "spacemap" folder and shader for custom textures, just call it textures/spacemap/redlight or whatever you want in the shader.  It'll show up in that texture folder in Radiant as a missing texture image unless you make a specific image to use in the editor or point it to one that already exists, which is what qer_editorimage is for.  Assuming you also have a "spacemap.shader", you'll want to add it to your shaderlist.txt file.  It should cast light on the ships but otherwise be invisible, just make brushes around the edges of your space with the shader applied.

    Hudaw and Smoo like this
  11. #1, you can use a SoundSet key in the worldspawn for sounds that can be heard all over the map, and target_speakers set to loop on for area specific sounds.

    #2: It looks like func_plat can be set to player_use in the entity menu.  But if you have another button that you want to control it, make a trigger_multiple around the button, link the ents so the button targets the plat, and make the button usable.

    #4: This shader might work, it'll cast light in the shape of the brush you use it on, but the surface will be invisible and nonsolid.  Change the "q3map_lightRGB 1 1 1" part so it's red.  I feel like this is a pretty hacky shader the more I look at it, but if it works it works.

    textures/racepack8/rp8_brushlight
    {
    qer_editorimage	textures/racepack8/editor/brushlight
    qer_trans	0.7
    surfaceparm nomarks
    surfaceparm nonsolid
    surfaceparm nonopaque
    surfaceparm trans
    surfaceparm nolightmap
    q3map_lightRGB 1 1 1
    q3map_nolightmap
    q3map_surfacelight 500
    {
    map $whiteimage
    rgbGen const ( 0 0 0 )
    blendFunc GL_ONE GL_ONE
    }
    }
    

    Dunno about #3 or your last question!

  12. @@ZeroRaven They emit light!  I've set up basically a rainbow of flat colored textures that have light shaders, as well as the skybox and some other specific textures.  If it's necessary, I'll also use an invisible/nonsolid brush that gives off light, but that tends to look strange in places.  I've used a couple of light entities around lamps and things like that, but I much prefer skybox/texture lights.

    This is the current skybox shader, which doesn't cause the multiple shadows effect I was dealing with before (from what I remember), and one of the generic light texture shaders.  I think all of my light shaders need surfaceparm nolightmap in them to prevent a certain error in the console, but that error doesn't bother me enough to fix them yet.  I'm also not an expert with shaders, and while these definitely work like I need them to, Idk if they're efficient or not.

    Spoiler
    
    textures/racepack8/sky
    {
    qer_editorimage textures/skies/sky
    q3map_lightimage textures/racepack8/env_skylight
    surfaceparm sky
    surfaceparm noimpact
    surfaceparm nomarks
    q3map_nolightmap
    //q3map_sunExt 1 .97 .88 1500 8 75 3 8
    q3map_sun 1 .97 .88 1500 8 75
    q3map_lightsubdivide	512
    q3map_surfacelight 	145
    //q3map_lightmapfilterradius 0 8
    //q3map_skylight 100 2
    skyparms - 512 -
    {
    map textures/racepack8/clouds1
    tcMod scale 3 2
    tcMod scroll 0.025 0.025
    }
    {
    map textures/racepack8/clouds2
    blendFunc GL_ONE GL_ONE
    tcMod scale 3 3
    tcMod scroll 0.01 0.01
    }
    }
    

     

    
    textures/racepack8/rp8_whiteglow
    {
    qer_editorimage textures/racepack8/base_white
    surfaceparm nomarks
    q3map_surfacelight 3000
    q3map_lightsubdivide 16
    q3map_nolightmap
    {
    map textures/racepack8/base_white
    glow
    }
    }
    
    Smoo likes this
  13. @@Artemis

    Love the Mirror's Edge map and the HUB map! Definitely getting my creativity flowing, I have a thing for simplistic, artistic, monochromatic, abstract style maps.

    Quakes: "You'll shoot your eye out" "Ludonarritive Dissonance" and "Don't Mess with Hexas" are prime examples.

    Ahhh, I love the "You'll shoot your eye out" map.  Found that like a year ago and I've been wanting to do something similar ever since.  That second map is gorgeous too!

  14. I did some work for JK2, and I think it's done enough to post some pictures.  This is a map for a new 3 team CTF gametype that Bucky has been developing.  The new team is yellow, and I ended up making most of the new team related assets for it.  The yellow symbol is just a smashed together red and blue symbol atm rather than something new and cool, but it works.

    Someone from the JK2 CTF community made a really sick trailer for the new gametype and map when they were first released:  https://youtu.be/N1qeIJd6Gk0

     

    ...So this was actually a pain to map for, because I decided to have 2 of the bases at a right angle, and the third at a 45 degree angle kinda like a Y shape.  It's worked out ok, and I finally learned how to use the 3rd point on the clipping tool properly, but trying to plan things out and make pieces fit together was a nightmare because of the slanted walls.  A lot of the details were pulled from yavin_trial and yavin_final.

    Overhead view from Radiant:

    n5xGCIo.png?1

    Mid: This is the view coming from yellow base.  There are definitely some weird angles where all the walls meet up, but I tried to cover them up as best I could.

    2XNjKYK.jpg

    And this is pretty much what's around the entrance to each base, beyond the giant pillars.

    bMZdHpR.jpg

    Bases: I really wanted to play around with having the entrances/exits for the bases on different floor levels, but it turned out pretty difficult to do something different for each base and still keep things balanced.  Each base has 3 ways in/out of the actual base and 2 ways in/out of mid, like ctf_yavin.

    Blue:

    dPrfAmc.jpg

    IGrFFdV.jpg

    Yellow (this is the base at a 45 degree angle):

    8Re45pi.jpg

    KbH6See.jpg

    Red:

    bKSFUwo.jpg

    g1ztPlE.jpg

    Tunnels: These are pretty boring.  I made a modular set of hallways with func_groups (hallway, corner, t-junction, hallway2) and stuck them together, changing the length and slant of the basic hallway to get things lined up.  I didn't bother taking screenshots of all of that.  The blue/red halls are the same, but the yellow ones are a bit different because of the angle.  This actually led to the yellow halls being easier to navigate, which meant I had to go back and try to make blue and red easier too.  Not fun!

    IYEjNMk.jpg

    SOgwtlj.jpg

     

    JAWSFreelao, Lancelot, Smoo and 2 others like this
  15. @@Maui You want to select the outer edges of the mesh, basically.  So like in this screenshot, you would want to select the edges that connect the front and back of the torso (sides and shoulders).  The edges of the neck/arms/waist probably don't matter since they're technically already split with the other objects.

     

     

    T6bX3Q5.png

     

     

    What you can also do is press A to select all, spacebar, type Seams from Islands (only seems to work if the seams haven't already been split.  If they have, A -> spacebar -> remove doubles first).

    The 2.79 plugin does this for you at export tho.

    DarthValeria likes this
  16. I've gathered some screens of a couple of projects.  One was what I made for the Secret Santa event, and the other is a map that I was asked to make for a specific clan event.

    The Secret Santa project was a small spaceport area (really just a hangar, some corridors, and a small bar).  I made use of some fairly popular sci-fi textures in it, so most of the textures aren't mine.  Dynamic glow definitely has an impact on FPS in this map.

     

    Hangar: I really tried to pack a ton of detail into this part of the map since I wasn't sure how much more I would add on.  There are 3 buttons that toggle the forcefield and move the claw and hanging light, and I also tried to add some ambient sounds around some of the models.  Unfortunately, there's no ship, which kind of defeats the purpose.

    K2gJuGd.jpg

    o26M4zQ.jpg

    B7k9RyN.jpg

    Corridors: So I usually start my maps by making a hallway.  That's just the smallest area that I can make and get an idea of how I want to design the architecture.  I tried to set up some modular pieces by using func_groups, which saved a lot of time in the end.  I'm still struggling with getting the scale correct (the pieces for the first corridor were literally 2x the size they are in the finished map), which is also a good reason to start small.

    JFmesA1.jpg

    UInD0J6.jpg

    Bar: The bar was not quite last minute, but I wasn't entirely sure if I'd keep it once I got the room blocked out.  I'd originally wanted to make the pieces for the bar as a modular set in Blender, but that didn't happen.  So all of the counters/tables/anything with a glowing texture on it had to be made from patches.  The lighting is pretty dark, but I couldn't come up with a cool light source that lit the entire room.  The circular floating shelves right behind the bar are func_rotating.  That was kind of a nightmare to make because in Netradiant (maybe also some versions of GTK Radiant, but not 1.4!), you have to actually specify the origin of the entity with an origin key rather than the brush with the origin shader.  Otherwise it rotates around 0, 0, 0.  I was very confused when I watched my shelves rotate across the room and into the void.

    IDmqELj.jpg

    IQeq8bG.jpg

    The other project was a map for a clan event that involves throwing darts from a platform onto a floor with a dartboard texture.  I didn't take screenshots with the actual dartboard shown, though.  I also made a very derpy dart shaped hilt for this, but I didn't get screens of it either, whoops.  There is a little dart model in the map, though.

     

    This is very heavily based off of t2_trip and the mp/ffa_bonus2 map.  I took the dimensions from brushes in the mp map that I wanted to use, but I wasn't just copy pasting from that map to mine.  After working with the style of that map, I've decided that the architecture is weird and inconvenient to build a decent map out of, which explains the odd layout of the bonus map.  The hallway off to the side isn't needed, but the map can be expanded on at a later date.  The dartboard itself is underneath the floor in the main room.  The floor is cut down the middle and the halves are just doors.  It's pretty basic.pdVAptv.jpg

    NgIPlgv.jpg

    eoKnbB4.jpg

    BL0cN1O.jpg

     

    Circa, Smoo and Bek like this
  17. I'd wanted to release a couch model last week, so I finally got that done and used it to make another model.  The texturing on both (especially the chair) could be better.  Again, the shader has all of the previous models in it (I updated the shader for the bar stool slightly, but it doesn't really make a difference).  Side note: these 2 models in particular only seem to work as misc_model_static.  Otherwise they show up completely black, and Idk how to fix that.

     

    If anyone is curious, I'm basing my models off of what I can see in the Ziba Tower map from BF3.  I don't own the game and my references aren't great, so I'm sure these aren't quite accurate.

     

    Preview:

     

    7TyoD2s.png

     

     

    Download: https://www.dropbox.com/s/gdjvjdt0sdpuv6u/zzzChairCouch1.pk3?dl=0

    Noodle likes this
  18. Sooo I had something else planned, but it wasn't working out.  Instead of that, you get a couple of floor lamps.  :D They could totally have been made out of brushes in Radiant, because these aren't even complex shapes.  I still don't like the chrome, but that's something I can work on later.  And since I didn't really plan ahead when I started this, it's using the same shader file as the bar stool.  I might eventually put these loose models into a pack, but until then, it's going to be a mess.

     

    The shader is set up to give off light, so you need to add it to the shaderlist for that to happen.  I might tweak the light value later.

     

    Preview:

     

     

    UAowZbo.png

     

     

    Download: https://www.dropbox.com/s/5c9ix69xblgwxai/zzzFloorlamp.pk3?dl=0

    Lancelot and Noodle like this
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