Rab,d
Light Guard
Posts: 29
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Post by Rab,d on Feb 25, 2006 16:19:58 GMT -5
Hey, folks. I posted some screenies of one of my maps ealier. Some of you seemed interested in maybe porting it over to reg Quake2. Makes meh smiles, it does. Here's the link: Click Here To Download FileOf course this was made for the mod dday, so it's WWII style. But i think it's an excellent example of a few mapping techniques. You will find the _sun_light and the resulting shadows to be nice. There is alot of terrain that was made with the terrain generator. These bits, especially the mountains, also demonstrate fine texure wrapping and phong shading , aswell. I hope you guys are like: "This is the quake2 engine? wtf!" I included a .txt doc. It says that you are free to alter or use this map in anyway. Except for the original mod it was made for. HF!
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Post by grieve[Q2C] on Feb 25, 2006 17:59:20 GMT -5
Quite impressive, dude. This is a whole new level of realism for Quake 2. And virtuoso use of texture transparency as well. A lot of inspiring stuff for vanilla DM mappers. I wouldn't have thought trees can be done like that in Q2. The prefabs are so realistic and detailed that I would have sworn they are md2 mapmodels, if there were no textures missing, telling they are made of brushes. Surely you have your own D-Day prefab park ? Well, but this already hits the point. There are some resources missing in the archive. The skybox, as well as a bunch of textures. Hope I didn't forget one:
GL_FindImage: can't load textures/extra/clip.wal GL_FindImage: can't load textures/extra/trigger.wal
GL_FindImage: can't load textures/extra/black.wal GL_FindImage: can't load textures/gomp/black.wal GL_FindImage: can't load textures/dday3/trk_tread.wal GL_FindImage: can't load textures/colpiron/metal_escorilha.wal GL_FindImage: can't load textures/colpiron/plat1_1.wal GL_FindImage: can't load textures/rimmytex2/mulflr1.wal GL_FindImage: can't load textures/rabid/colhous2_br1.wal GL_FindImage: can't load textures/blindados/metal2_chamuscado.wal GL_FindImage: can't load textures/blindados/metal2.wal GL_FindImage: can't load textures/blindados/metal2_rajada.wal GL_FindImage: can't load textures/blindados/metal2_rajada2.wal GL_FindImage: can't load textures/dday3/rusty.wal GL_FindImage: can't load textures/blindados/metal2_tile1.wal Well, for the first two: the path for clip and trigger textures in baseq2 is e1u1/clip and e1u1/trigger. The other missing things might be in the default pakfile of d-day ?
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Rab,d
Light Guard
Posts: 29
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Post by Rab,d on Feb 25, 2006 19:38:20 GMT -5
Well, first of all..i can't take credit for the pre-fabs(tanks and so-forth) They were done by a dday player named TanatoVago(Brazilian). He has a whole collection of custom WWII prefabs. They really do rock. He claims they are scale models of the originals. I believe him. I can post his prefab pak if you would like. As far as my map...uh damn! I always do that. I just put that .zip together today. I always miss shit. There are models that should be present. Maybe Quake2 doesn't recognize the misc_model entity. I dodn't know..i am not a coder. The missing textures are strange....I hope this patch fixes it: PatchNow the models...try putting the models and associated .pcx files in a folder "dday" under your quake2 folder. I believe the models have a specific path to their skins. I hope that works...;] They add alot of effect.
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Post by grieve[Q2C] on Feb 25, 2006 21:14:36 GMT -5
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Rab,d
Light Guard
Posts: 29
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Post by Rab,d on Feb 25, 2006 21:20:26 GMT -5
sry..i know. I realized it and fixed it...i guess i didn't beat you to it. ;] The link posted above is to a .zip with it now. Let me know if you can get the models to work, too.
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Post by grieve[Q2C] on Feb 25, 2006 21:21:42 GMT -5
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Post by grieve[Q2C] on Feb 25, 2006 21:30:42 GMT -5
Let me know if you can get the models to work, too. no, man. this is impossible in "vanilla" Quake 2, the mapmodels won't work at all. it is the "job" of the gamex86.dll which is in baseq2 to define the items and entities the game knows. this is not done by the core engine - quake2.exe - but the game library in this dll. "mods" (like D-DAY) are made by modifying this dll. there are other mods which know a mapmodel entity, but the original gamex86.dll in baseq2 don't. but your map looks quite appealing even without this models. I guess this fire - models would "explain" why you die when you jump on the tank- and car wrecks ?
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Rab,d
Light Guard
Posts: 29
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Post by Rab,d on Feb 25, 2006 21:33:48 GMT -5
They would explain the flickering(firelike) light , too. And sound. That's too bad. The misc_model entity gives alot of opportunity. Oh well..
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Feb 25, 2006 22:43:57 GMT -5
Very nice Rab,d, lots of great visuals, nice "sense of place" too. You inspired me to crack open my dusty editor just to play with the tree / greenery textures. The link is a screen-cap from a map I just threw together in plain old Q2. The only "extra" would be the high-res water texture... I use the r1q2.exe www.backshooters.com/maric/yesitis.jpgThis would be about the only thing that could / would get me back into making a map again... Hmmmmmmmmmm...
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Post by Sabotuer [Q2C] on Feb 26, 2006 7:18:22 GMT -5
Hmm, something wrong with the download, the link closes after one second but no download process comes on the screen. Got another download link?
But those pics look amazing!
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Rab,d
Light Guard
Posts: 29
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Post by Rab,d on Feb 26, 2006 8:02:08 GMT -5
Very nice Rab,d, lots of great visuals, nice "sense of place" too. You inspired me to crack open my dusty editor just to play with the tree / greenery textures. The link is a screen-cap from a map I just threw together in plain old Q2. The only "extra" would be the high-res water texture... I use the r1q2.exe www.backshooters.com/maric/yesitis.jpgThis would be about the only thing that could / would get me back into making a map again... Hmmmmmmmmmm... sweet! I see you scrapped my 1,000,000 poly tree trunk. Those are some nice transparent textures, aren't they? DDAy is loaded with them. You notice i only have one of those trees...It alone adds 400 to the r_speeds. But i like how it loooks. I actually used the terrain generator in Quark6.5 to make the trunk part. It's a square of triangles. I just pulled the center up to a point and that's what it gave me. The transparent part was made with 2 rectangular polys. I could have used the triangle way to make trees. I would have shaved some faces off...but with the rectangular ones i could bury the tips of the limbs, making them look more 3d. ;] Thx for all the commplimants guys. I live on that stuff.
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Rab,d
Light Guard
Posts: 29
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Post by Rab,d on Feb 26, 2006 8:03:41 GMT -5
Hmm, something wrong with the download, the link closes after one second but no download process comes on the screen. Got another download link? But those pics look amazing! Try again. The host may have been down for a bit or something...it workd now.
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Post by grieve[Q2C] on Feb 26, 2006 15:18:07 GMT -5
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Rab,d
Light Guard
Posts: 29
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Post by Rab,d on Feb 27, 2006 8:30:47 GMT -5
I just wanna share a little story with you about this map... This may answer a few questions for some of ya. As i was making this map, i ran many test versions. One one of the tests i encountered some sticky spots. Like when i jumped on the tank...i would stick to it. Kinda like you do with a ladder. But with this i couldn't move at all. So, i was like wtf! Trying to figure it out...i tried things. I took the tank, which was in a nice func_group, and removed all the polys from the func_group. This made the stciky problem go away. But, then something else became sticky! So i did the same with that. In the end i had to remove all the polys from their nice organized func_groups. I went through the 3,000 polys that this map has and removed them all. After all that...the map was still sticky in some spots. I was desperate. Fortunately this was toward the end of the map making process, so losing all that organiztion was not too bad. But the sticky shit still remained. I ran another full compile on it and noticed i had a error reporting a microbrush. The utility in Quark didn't report it, so i i was unaware of it. But the .bsp compiler picked it up. I tracked it down and removed it. TaDA! The sticky shit disapeared! This micro-brush was the cause of all the sticky problems...I didn't have to remove the polys from their groups, at all. This was really a sad deal...the resulting .map is a mess. I jst wanted to share that story with you guys...if ya ever encounter that...you will know what the cause is. L8r.
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Post by Le Ray [Q2C] on Feb 27, 2006 12:36:20 GMT -5
Looks really good rab,d. Thanks for sharing it with us!
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