Author Topic: H0M3 MAP  (Read 16707 times)

vcxzet

  • Guest
H0M3 MAP
« on: July 28, 2006, 10:10:05 pm »
I am trying to make a map; an island map. but what is the maximum map size without effecting performance. and I want to add some rocks cliffs etc...
should I use models or brushes?
edit_1:
OK now this is the "H0M3" Map thread if I can complete it you will see here
Status: finding textures
Theme: Organic :: I want it to look like alien structure
edit_2:
I am such a bi-polar person
Status: I will use eq2 textures till I find more suitable
Theme: definetely not Organic It is giving me a major headache. It decreases the fps (too much curves :P ).
for now it is Outpost

Survivor

  • Posts: 1660
  • Turrets: +164/-159
H0M3 MAP
« Reply #1 on: July 29, 2006, 10:55:42 am »
Maximum map size is not a simple measurement but efficient use of resources and smart map setup. For the rocks, I'm all for brushes but then again i'm a brush fanatic. Both should be able to do what you want however.
I’m busy. I’ll ignore you later.

chompers

  • Posts: 224
  • Turrets: +4/-0
H0M3 MAP
« Reply #2 on: July 29, 2006, 12:25:57 pm »
The q3 engine was really not designed to do outdoors, but a few changes they put into team arena, like expanding the max size for maps, means you can do some ok outdoor areas - BUT - if you're making it for tremulous, wont an outdoor island be too big for gameplay reasons anyway?

Generally speaking, the best way to do terrain is with brushwork, use the gensurf plugin in radiant - it works. Problem is terrain surfaces don't bsp or vis well, so you should make your terrain as detail brushes, or your map will take days to compile.

A whole island of detail brushes is about the least efficient thing you can throw at a bsp based engine though. You should really plan out your level t oeither embed some caulk occluders under the ground level, or change a few high ridges of terrains back to structural brushes where possible.

A usefull worldspawn key to look at is _farplanedist

vcxzet

  • Guest
H0M3 MAP
« Reply #3 on: July 31, 2006, 12:58:31 am »
I found another method for the island:
you use misc_model ent. then clip it with brushes that roughly fits the model. This way you can do UT like maps. But I do not know if it is fps friendly. Anyway I dont want to make island. But it will be an exterior region(fake it with trig_hurt; if player goes outside too much he is dead)

DIGI_Byte

  • Posts: 508
  • Turrets: +5/-1
H0M3 MAP
« Reply #4 on: July 31, 2006, 01:14:21 am »
Quote from: "vcxzet"
I found another method for the island:
you use misc_model ent. then clip it with brushes that roughly fits the model. This way you can do UT like maps. But I do not know if it is fps friendly. Anyway I dont want to make island. But it will be an exterior region(fake it with trig_hurt; if player goes outside too much he is dead)

the island sounds easy i could do it but i don't have the right textures right now my next one is going to be in a shopping mall the humans are in a mobile base OUTSIDE and the alien base inside in a shop

Survivor

  • Posts: 1660
  • Turrets: +164/-159
H0M3 MAP
« Reply #5 on: July 31, 2006, 09:48:17 am »
Quote from: "vcxzet"
I found another method for the island:
you use misc_model ent. then clip it with brushes that roughly fits the model. This way you can do UT like maps. But I do not know if it is fps friendly. Anyway I dont want to make island. But it will be an exterior region(fake it with trig_hurt; if player goes outside too much he is dead)


For now the trig_hurt can only hurt one player at a time, soubok's experience. Also most wide open maps really aren't fps friendly when you put a lot of stuff in it.
I’m busy. I’ll ignore you later.

vcxzet

  • Guest
H0M3 MAP
« Reply #6 on: July 31, 2006, 12:55:50 pm »
Quote from: "Survivor"
Quote from: "vcxzet"
I found another method for the island:
you use misc_model ent. then clip it with brushes that roughly fits the model. This way you can do UT like maps. But I do not know if it is fps friendly. Anyway I dont want to make island. But it will be an exterior region(fake it with trig_hurt; if player goes outside too much he is dead)


For now the trig_hurt can only hurt one player at a time, soubok's experience. Also most wide open maps really aren't fps friendly when you put a lot of stuff in it.

when 2 players fall into lava Only one of them gets damage?

James

  • Posts: 15
  • Turrets: +0/-0
H0M3 MAP
« Reply #7 on: July 31, 2006, 02:23:08 pm »
I once made a Q2 map that was essentially a 'free' structure (an oil-rig for AQ2) in a large skybox, and as other people have suggested above, it was practically pathological for a BSP engine.

However, I was recently playing through HL2, which has an outdoor section which takes place in dense rock formations (the ant-lion bit, after you lose the buggy, for people who've played). Even in the worst spots the maximum view distance isn't that high (no long straight canyons), though a viewclip brush 'on top' would be required - and some way to keep the wall-climbers and jet-packs from reaching that area and controlling it.
I am mad with the power' - Lenore

Survivor

  • Posts: 1660
  • Turrets: +164/-159
H0M3 MAP
« Reply #8 on: July 31, 2006, 03:26:17 pm »
Quote from: "vcxzet"
Quote from: "Survivor"
Quote from: "vcxzet"
I found another method for the island:
you use misc_model ent. then clip it with brushes that roughly fits the model. This way you can do UT like maps. But I do not know if it is fps friendly. Anyway I dont want to make island. But it will be an exterior region(fake it with trig_hurt; if player goes outside too much he is dead)


For now the trig_hurt can only hurt one player at a time, soubok's experience. Also most wide open maps really aren't fps friendly when you put a lot of stuff in it.

when 2 players fall into lava Only one of them gets damage?


There's a difference between lava and trigger_hurt, we've had plenty of discussion about if for pulse. Use search.
I’m busy. I’ll ignore you later.

vcxzet

  • Guest
H0M3 MAP
« Reply #9 on: July 31, 2006, 06:39:09 pm »
Quote from: "Survivor"
Quote from: "vcxzet"
Quote from: "Survivor"
Quote from: "vcxzet"
I found another method for the island:
you use misc_model ent. then clip it with brushes that roughly fits the model. This way you can do UT like maps. But I do not know if it is fps friendly. Anyway I dont want to make island. But it will be an exterior region(fake it with trig_hurt; if player goes outside too much he is dead)


For now the trig_hurt can only hurt one player at a time, soubok's experience. Also most wide open maps really aren't fps friendly when you put a lot of stuff in it.

when 2 players fall into lava Only one of them gets damage?


There's a difference between lava and trigger_hurt, we've had plenty of discussion about if for pulse. Use search.

give me a link. I used search and found nothing useful. and what is the difference between lava and trigger_hurt

Survivor

  • Posts: 1660
  • Turrets: +164/-159
H0M3 MAP
« Reply #10 on: July 31, 2006, 09:20:58 pm »
I am not searching for you, do your own work. There is a difference all you need to know.
I’m busy. I’ll ignore you later.

vcxzet

  • Guest
H0M3 MAP
« Reply #11 on: July 31, 2006, 09:53:19 pm »
Quote from: "Survivor"
I am not searching for you, do your own work. There is a difference all you need to know.

I am not sure it really exists.  :-?

Teiman

  • Posts: 286
  • Turrets: +0/-0
H0M3 MAP
« Reply #12 on: July 31, 2006, 10:23:32 pm »
I have no idea, but lava seems a content type and a killbox is a entity (with BSP model?) so need to clip (collide) with something to work.

Anyway here the is thread related to the topic:
http://www.tremulous.net/phpBB2/viewtopic.php?t=907&highlight=targethurt

vcxzet

  • Guest
H0M3 MAP
« Reply #13 on: July 31, 2006, 10:31:54 pm »
Quote from: "Teiman"
I have no idea, but lava seems a content type and a killbox is a entity (with BSP model?) so need to clip (collide) with something to work.

Anyway here the is thread related to the topic:
http://www.tremulous.net/phpBB2/viewtopic.php?t=907&highlight=targethurt

thanks :)
I had read it before. I still dont get what is special about lava shader. I just say lava to mean an area with trigger_hurt above. and I thought it hurts everyone in it.
Example is atcs force fields (blue trans. shader) there is trig_hurt above them. Do they hurt just one dretch at a time  :-?

Survivor

  • Posts: 1660
  • Turrets: +164/-159
H0M3 MAP
« Reply #14 on: July 31, 2006, 10:50:37 pm »
Lava is a liquid, once entered it damages all players it has in contact. ATCS's forcefield usually repulses aliens immediatly and it consists of at least 4 different trigger_hurt brushes.
I’m busy. I’ll ignore you later.

Teiman

  • Posts: 286
  • Turrets: +0/-0
H0M3 MAP
« Reply #15 on: August 01, 2006, 04:01:52 pm »
Quote from: "vcxzet"

I had read it before. I still dont get what is special about lava shader. I just say lava to mean an area with trigger_hurt above. and I thought it hurts everyone in it.
Example is atcs force fields (blue trans. shader) there is trig_hurt above them. Do they hurt just one dretch at a time  :-?


Hee... lava and slime damage is hardcode on ClientEndFrame code.
LAVA is hardcoded as a content type, the same level as solid/nonsolid.

Code: [Select]

void P_WorldEffects( gentity_t *ent )
{
...
  //
  // check for sizzle damage (move to pmove?)
  //
  if( waterlevel &&
      ( ent->watertype & ( CONTENTS_LAVA | CONTENTS_SLIME ) ) )
  {
    if( ent->health > 0 &&
        ent->pain_debounce_time <= level.time  )
    {
      if( ent->watertype & CONTENTS_LAVA )
      {
        G_Damage( ent, NULL, NULL, NULL, NULL,
          30 * waterlevel, 0, MOD_LAVA );
      }

      if( ent->watertype & CONTENTS_SLIME )
      {
        G_Damage( ent, NULL, NULL, NULL, NULL,
          10 * waterlevel, 0, MOD_SLIME );
      }
    }
  }
}


void ClientEndFrame( gentity_t *ent )
{
  clientPersistant_t  *pers;

  if( ent->client->sess.sessionTeam == TEAM_SPECTATOR )
  {
    SpectatorClientEndFrame( ent );
    return;
  }

  pers = &ent->client->pers;

  //
  // If the end of unit layout is displayed, don't give
  // the player any normal movement attributes
  //
  if( level.intermissiontime )
    return;

  // burn from lava, etc
  P_WorldEffects( ent );
...
}


void G_RunFrame( int levelTime )
{
...
  for( i = 0; i < level.maxclients; i++, ent++ )
  {
    if( ent->inuse )
      ClientEndFrame( ent );
  }


RunFrame --> all players --> ClientEndFrame --> P_WorldEffects

On RunFrame is where the "run for all players" work.

I suggest you read carefully all post from Survivor and other experienced mappers, because is the area of expertise you want, not mine ( I have no idea of Quake3 mapping)

Sorry the long post.

vcxzet

  • Guest
H0M3 MAP
« Reply #16 on: August 01, 2006, 07:36:31 pm »
thanks again
I am building structures I am gonna use and testing triggers
LAME:

Lava Croft

  • Guest
H0M3 MAP
« Reply #17 on: August 02, 2006, 01:56:08 am »
Quote from: "chompers"
The q3 engine was really not designed to do outdoors, but a few changes they put into team arena

Just to clarify, Q3's ability to render large outdoor landscapes has always been 'in' in the code. It just wasn't utilized until Team Arena, which made some pretty bad use of it too.

DIGI_Byte

  • Posts: 508
  • Turrets: +5/-1
H0M3 MAP
« Reply #18 on: August 02, 2006, 04:41:59 am »
whats the average view distance in the game?

i have a large room that might be to far across how can i tell!??

Survivor

  • Posts: 1660
  • Turrets: +164/-159
H0M3 MAP
« Reply #19 on: August 02, 2006, 11:12:39 am »
New mappers. Please don't make big rooms. You just don't have any idea of optimizing. Check out marsbase's human start area for an example of a badly optimized area.
I’m busy. I’ll ignore you later.

vcxzet

  • Guest
H0M3 MAP
« Reply #20 on: August 02, 2006, 12:37:48 pm »
Quote from: "Survivor"
New mappers. Please don't make big rooms. You just don't have any idea of optimizing. Check out marsbase's human start area for an example of a badly optimized area.

And we must make to see what is going on with big rooms in q3 engine. Then we will start to find ways to optimize it. So we will have the idea about optimizing.
for the mars base:
It is still beta. But he should really remove those glasses from the doors.

vcxzet

  • Guest
H0M3 MAP
« Reply #21 on: August 03, 2006, 03:39:13 pm »

edit:

vcxzet

  • Guest
H0M3 MAP
« Reply #22 on: August 20, 2006, 04:30:30 pm »
this sucks I created a 4 test maps. after each map I decided to change the concept. But finally I decided on a starship. but I have problems with corners. I need some reference pics of starships in alien.
a) corridor
b) corner
c)big room
d)small room
I have door references

vcxzet

  • Guest
H0M3 MAP
« Reply #23 on: February 14, 2007, 07:57:43 pm »
DEAD MAP

TRaK

  • Posts: 442
  • Turrets: +94/-21
    • TRaK@MG
H0M3 MAP
« Reply #24 on: February 14, 2007, 10:49:28 pm »
You know, this made me want to make a map of one of the original MYST 'levels'. That game was way too cool, and I think it would be possible to get them to be playable  :)

Pacra

  • Posts: 123
  • Turrets: +1/-1
    • http://sga.jconserv.net
H0M3 MAP
« Reply #25 on: February 15, 2007, 07:01:59 am »
TRaK, if I ever get Radiant working on this computer, I promise you that I will attempt a Mechanical Age map :D
url=http://sga.jconserv.net][/url]

kaziorvb

  • Posts: 234
  • Turrets: +19/-43
H0M3 MAP
« Reply #26 on: February 15, 2007, 12:15:00 pm »
omg! MYST! i luv MYST so fkin much!

well teh Channelwood Age would be nice too :D tho Stoneship is nice too :D

i though about a MYST map too <3
Signatures are displayed at the bottom of each post or personal message. BBCode and smileys may be used in your signature.