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OpenArena Contributions => Maps => Topic started by: raphael.badawi on July 09, 2007, 01:42:45 PM



Title: About maps imported from Quake 1
Post by: raphael.badawi on July 09, 2007, 01:42:45 PM
A suggestion has been posted on the french website linuxfr.org ( http://linuxfr.org/2007/07/08/22712.html )

Approximative traduction :
"One of Quake 3 engine's particularity was the fact that maps used Bezier's curves to make round-offs. I believe then, graphical options defined these curves' interpretation into polygons.
Why, on all the screenshots I see, all is squared, like in Quake 1 & 2 ?"

I think that it would be judicious to round and polish the maps imported from Quake I.

Affectuoso,
Raphael.


Title: Re: About maps imported from Quake 1
Post by: anyone on July 11, 2007, 06:40:49 PM
Yeah, I'd like to see some Quake3 curves too (I'm a big fan of "the cistern" --DM5--), and I'm trying to see what I can do about that one because the released version disappointed me a little bit (since I'm new here, I'm not planning to talk too loud --- someone could ear ^^)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 12, 2007, 05:25:05 AM
What could be improved in the level?


Title: Re: About maps imported from Quake 1
Post by: anyone on July 12, 2007, 07:04:35 AM
Just like Raphael reported: I was thinking about curves, overall details, that kind of stuff... I personally didn't feel like it was the Cistern when I played OpenArena version (don't get me wrong, I think it's cool to play those old maps again, but I really feel like you wanted to keep it 100% intact while adding a few shaders to justify it's new engine, sadly I'm not sure it really works)
For now, I've remade most of the gates; I created a few new textures and cleaned some brush to avoid clipping and overlapping
(I'm not trying to bring down your work or whatever, I just like to have fun around open projects -- hope you guys are nice on this forum ^^)

EDIT: Added 4 wip screenshots. I'm still working on (especially lightening)... (man, I took me hours to understand where OpenArena was storing its screenshots) hope you like it.


Title: Re: About maps imported from Quake 1
Post by: hyp3rfocus on July 13, 2007, 05:23:59 PM
nice work.


Title: Re: About maps imported from Quake 1
Post by: anyone on July 14, 2007, 06:22:56 AM
Thanks ^^ but I'm not even sure it's gonna be playable in netgame -- anyway, it's working perfectly with bots and I've got an average 95 fps on my Nasa computer : Athlon  XP 2400+ 2Ghz, 512Mo Ram, GeForce4 (yeah… yeah, I know, that's what happen when you cut of credits to sciences and spatial exploration)
(by the way, there *could* be a beta download soon if I can prevent myself to sleep)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 14, 2007, 11:40:02 AM
Unless those textures and shaders are licensed under the GPL v2 we won't be able to distribute your alterations :(


Title: Re: About maps imported from Quake 1
Post by: anyone on July 14, 2007, 11:44:40 AM
Unless those textures and shaders are licensed under the GPL v2 we won't be able to distribute your alterations :(
Fortunately, I did everything by myself ^^


Title: Re: About maps imported from Quake 1
Post by: MilesTeg on July 14, 2007, 11:53:02 AM
great work!

I always loved the original q1 maps and it's good to see some facelifting :)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 14, 2007, 12:01:24 PM
Fortunately, I did everything by myself ^^

8)


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 14, 2007, 01:18:55 PM
reminds me very much of unreal's nali temples and such


Title: Re: About maps imported from Quake 1
Post by: anyone on July 14, 2007, 02:54:40 PM
reminds me very much of unreal's nali temples and such
I never played Unreal, but I first wanted to map some kind of lost temple with some of those textures ^^.
Okay, now that I have stolen that topic, it's time for some Pk3…. Right, it's a shame but I haven't caulk'ed the map… and I had to use that cheap "forcesidesvisible" to compile the aas… and it's not exactly done right now… anyway it's working and I need some help to know what areas are already "too much polys". Just put the PK3 in base directory (I've added 3 fake map scripts so DM5-Remake appears on skirmish).

And thanks for the feedbacks ^^

DM5-remake (http://gaarabis.free.fr/_acc/goodies/dm5-remake.pk3) (7.4mb)

("brwnwater" and "portal_fog" are modified versions of OpenArena's texture, everything else is from scratch)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 14, 2007, 03:45:09 PM
what about the sounds?

drops.wav and waterfall.wav?


Title: Re: About maps imported from Quake 1
Post by: anyone on July 14, 2007, 03:49:03 PM
homemade too (waterfall is basicly just whitenoise and drops are bunch of water drops with a tiny reverb, nothing fancy)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 14, 2007, 04:03:35 PM
it has too much being rendered in some spots, but looks really good.


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 14, 2007, 05:16:22 PM
I could probably make good waterfall and drip sounds too (with similar mixing techniques behind the fire sounds), but not at the moment.

Dm3 could be reworked too, right now it's a random eyesore

e4m3 and e1m2 would be awesome


Title: Re: About maps imported from Quake 1
Post by: anyone on July 14, 2007, 05:34:53 PM
it has too much being rendered in some spots, but looks really good.
I stronlgy believe you must be talking about the west hallway (where most of the bricks wall are off). I'm trying to fix that in some very lame way (naaaa, I'm confident, it should work). If you've got specific places in mind, tell me.

I could probably make good waterfall and drip sounds too (with similar mixing techniques behind the fire sounds), but not at the moment.
Dm3 could be reworked too, right now it's a random eyesore
e4m3 and e1m2 would be awesome
Ok, I let you do the sounds ^^ (it nearly killed me)
(I could have a look around these maps --I don't remember 'em)

Edit: Ho yeah... I remember now... John Romero's deathmatch...


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 14, 2007, 05:47:11 PM
I stronlgy believe you must be talking about the west hallway (where most of the bricks wall are off). I'm trying to fix that in some very lame way (naaaa, I'm confident, it should work). If you've got specific places in mind, tell me.

it just seems like the entire cistern is being rendered in places where it shouldn't be, maybe adding hint brushes in various places will stop it from being rendered when it isn't visible.


Title: Re: About maps imported from Quake 1
Post by: anyone on July 15, 2007, 09:23:55 AM
Yikes ! You're right, I should have checked that out first... *Sigh*I wish I wouldn't have to come to these radical and uncivilized manners, but I get my VIS in some deadly battle royal, remember me of [insert lame joke about Vietnam trauma here]. Anyway, it looks like half a victory (no aas for now, fast light, map included)
DM5-remake (http://gaarabis.free.fr/_acc/goodies/dm5-remake.pk3) (8mb)

I'm not a master when it comes to use those hint brushes.
EDIT: wow... dm3 is really messy


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 15, 2007, 03:06:44 PM
I'm not a master when it comes to use those hint brushes.
EDIT: wow... dm3 is really messy

The r_speeds did drop a little :)

There are also a few cracks :(  (see attached screenshot)


Title: Re: About maps imported from Quake 1
Post by: anyone on July 15, 2007, 03:14:05 PM
There are also a few cracks :(
A few ?! You mean A LOT ! I think 50% of the arches are bad. Don't even ask me why because it's  weird. I checked a thousand time (ok, just seven time to be honest) how to fix that. But it seems that when one side is right, the other is automatically wrong.
(I've got to find a way to make the hint brushes to work, if you've got any good tutorial, I would be very thankful -- most I've seen says : "it's easy... really... and it's wonderful... look at these portals ! Gotta go, now your on your own")


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 15, 2007, 04:12:41 PM
I have a talent for understatement ;)

hint tut: http://www.wemakemaps.com/hintbrushes.htm

q3map2 wiki: http://en.wikibooks.org/wiki/Q3Map2 (some of the bsp compile flags may fix the cracks)

Also a suggestion on your fire shader:
Code:
textures/acc_dm5/flame
{
qer_editorimage textures/acc_dm5/flame.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm nolightmap
cull none
        q3map_flare flareShader-twilightflare
{
map textures/acc_dm5/flame.tga
tcMod Scroll 1 0
blendFunc blend
}
{
map textures/acc_dm5/flame.tga
blendFunc blend
tcMod Scroll -.6 0
rgbGen wave sin 2 0 .1 1.5
}
}

Add that line, and recompile with -flares in the bsp stage of your compilation and your torches will have flares :)

valid flares are:
Code:
dflareShader
flareShader
sun
flareShader-glow
flareShader-wide
textures/sfx/flameflare
textures/flares/lava
flareShader-lava
flareShader-portal
flareShader-twilightflare
flareShader-subtle

experiment until you find one that you like :)


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 15, 2007, 04:40:21 PM
i've only seen just flareShader working though :/


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 15, 2007, 06:08:18 PM
flareShader-twilightflare is used in pvomit and flareShader-subtle was used in e7trimlight (shouse). :-$


Title: Re: About maps imported from Quake 1
Post by: anyone on July 15, 2007, 07:14:20 PM
Thanks so so much for the manual... (ok, you guess right, there's a "but")
I really got troubles to make it work. I think it's a little better than before, but VIS still seems to wanna draw everything around (hope it'll worth it).
EDIT: (yeah, I don't like double posting) I'm working on new textures, DM3 shapes and brush cleaning, I think some elements should be cleaned (one of the many soft word for "removed" ie. "Ho, sorry little Dorothy but the dog have been cleaned"), turned into details or modified in order to prevent the player bumping against them all the time (I never enjoyed DM3 but now I can see why ^^)


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 18, 2007, 02:21:52 PM
that looks much better, unsure about the broken windows there though


Title: Re: About maps imported from Quake 1
Post by: anyone on July 18, 2007, 02:25:33 PM
Thanks a lot.
For the windows, I'm not sure neither but I found the effect cool so I put it there in wait to see what to do with that :D
I've been working a little more around since and I'm somewhat confident... meanwhile I also fixed a small bug with portails in DM3 and I'm still trying to control the vis processing. It's not easy...


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 18, 2007, 03:47:35 PM
You do have the source files for these textures, right?  (For complete GNU GPLv2 compatibility)

Single layer images like your icons can be sourceless, but for multi-layered complex textures you should save a psd (Photo Shop), xcf (The GIMP), px (Pixel), or whatever Paint Shop Pro and Corel's Photo Paint use as a layered image format, before you merge the visible layers to make the finished jpeg or targa.


Title: Re: About maps imported from Quake 1
Post by: anyone on July 18, 2007, 03:49:17 PM
Sure, I'll put them all in a RAR on my website when I'm done with DM3 and DM5.


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 18, 2007, 04:10:19 PM
No RAR's please, there are too many problems with the free tools corrupting the files while decompressing them due to the patents involved, tar.bz2 should be fine (though not as fun to say as rar ;)) and is handled by 7zip. 

Also, I like the broken windows, but not sure if it works there, due to the curve which kinda throws what people will expect off (unless the glass is also curved).


Title: Re: About maps imported from Quake 1
Post by: anyone on July 18, 2007, 04:22:00 PM
(Then 7zip format would be ok, I guess ?)
Here are two screens of the windows if you wonder how it's looking like for now...
I'm planning to add new textures for the walls (it's hard enough to find your way through this level so a few landmark would be helpful I think)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 18, 2007, 07:28:21 PM
I think that works.  I haven't had or heard of any issues with corrupted 7zips, so that format should be fine :)


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 18, 2007, 08:16:30 PM
is that a terragen skybox :/


Title: Re: About maps imported from Quake 1
Post by: anyone on July 19, 2007, 04:05:16 AM
It's indeed a terragen skybox, but I can replace it if you wish to...


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 19, 2007, 05:16:36 AM
The free version of terragen has a license clause that prevents commercial use of the output, this also prevents licensing under the GPLv2 which does allow commercial resale.

Some texture creation programs also have stupid clauses that prevent GPL licensing as well :( Hopefully you aren't using any of those.  :)


Title: Re: About maps imported from Quake 1
Post by: w1zrd on July 20, 2007, 02:45:26 AM
That DM5 remake is a instant hit guaranteed! You really capture a bit of the original grungy/dirty quake feel to the map. Nice touch with roots creeping through plates of stone and smart idea with the waterfalls. Knowing that it's still under construction I wanted to get a feel of the level so put my helmet on and took it for a testride. It's a bliss to jump about in there, I love the feel to it, brings memories of q1 back :)
However, something is not right with one of the archways and the teleporter exit. The exit occurs to far out (but still closer than oa_dm5). Teleporter exits are almost out in the corridor and nowhere close to the teleporter :) In the oa_dm5 the height of the arch and the exit point goes hand in hand, just as in the original DM5. But in the remake it could easily become an annoyance for players who are used to using tricks (like in this case a teleport jump). Hard to explain so I attached two demos. First the oa_dm5 which works the way it should, then the remake with the jump that does not work as it should. Maybe that helps? :)

Another thing that seems problematic is leaving the water and jumping up to quad, maybe fill the pool with a few more litres of water? :)

Idiot proof guide follows: For the demos to work you need oa_dm5 and dm5-remake in your /baseoa folder and unzip the files oa_dm5_jumps.dm_68 and remake_dm5_jumps.dm_68 to your /baseoa/demos folder. Then simply type /demo [demo-name] in the console.

[edit: spelling like a muppet]


Title: Re: About maps imported from Quake 1
Post by: anyone on July 20, 2007, 05:31:19 AM
Thanks a lot for the feedbacks and bug reports man ^^
Teleporter exits are almost out in the corridor and nowhere close to the teleporter
I've fixed the teleporter cameras already but haven't touched the exit points yet.

Another thing that seems problematic is leaving the water and jumping up to quad.
I noticed this too, and I really don't know why it happened (since the problem never appeared in early tests) but I'm going to check that to.
(Biggest problem is still polycount, but somehow oa_dm5 got the same visibility problem, I don't know how am I going to patch that up :/ -- I'm not planning to add extra details until it's not fixed)
Thanks for the demos (and the explanations ^^), I'll have a look right now.
(A beta release of DM3 remake may show up soon)

EDIT: Arch height raised, teleporter exits are closer to teleport devices and quad balcony is easier to reach now (that was a HINT brush' fault ?!!!), adding fire sound for torchs


Title: Re: About maps imported from Quake 1
Post by: anyone on July 20, 2007, 04:35:16 PM
I don't like double posting but I have a good excuse this time: I've changed my appearance with a neat-looking avatar !!! haaa just love her…

ho hold on ! I've got an even better excuse:

The Cistern  -Tim Willits- (http://gaarabis.free.fr/_acc/goodies/dm5-remake.pk3) (8.1Mo)
The Abandoned Base -John Romero- (http://gaarabis.free.fr/_acc/goodies/dm3-remake.pk3) (8.2 Mo)
Dm3 should require textures changes (more walls, adjustments to computers, new clouds, new grass, another teleport destpad and decals), lightening enhancement, vis control and some more clip brushes (bot support included for both maps)

(These are still wip but I hope you'll like them anyway)
(DM5 include a two fake arenas script so you can test in skirmish if you download both pk3)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 20, 2007, 09:20:33 PM
dm3 is too "clean" I would expect an abandoned base to be more dirty and have more holes in the wall, but you did say that the textures would be redone... :)

Also you've taken away one of the "trick" jumps, it should be possible to grab the quad move towards the broken window and then jump across the divide along the wall and then grab the invis in less than 1 second, with your placement of the dividing wall this is now impossible. :(


Title: Re: About maps imported from Quake 1
Post by: anyone on July 21, 2007, 05:21:13 AM
Also you've taken away one of the "trick" jumps, it should be possible to grab the quad move towards the broken window and then jump across the divide along the wall and then grab the invis in less than 1 second, with your placement of the dividing wall this is now impossible. :(
If you can make me a demo on the oa map, I'll try to fix that.

EDIT :
- Ok, get it… I don't like the idea, it think it's unfair to beginners and there are too many power ups around that place but ho well… jump trick fixed.
- I found a nonsolid box that should be solid in computer area (doesn't prevent the player to reach mega heath but fixed anyway)
- Everybody get the **** out of the pool now (bot's unreasonable behaviour) fixed.


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 21, 2007, 12:12:56 PM
The easier that jump is to accomplish, the more beginners will be able to make it, the more "fair" the game will be.


Title: Re: About maps imported from Quake 1
Post by: w1zrd on July 21, 2007, 02:30:39 PM
The easier that jump is to accomplish, the more beginners will be able to make it, the more "fair" the game will be.
And also as a matter of fact, that jump was possible already in Q1, a bit harder than in oa_dm3, but still possible.


Title: Re: About maps imported from Quake 1
Post by: anyone on July 21, 2007, 02:49:03 PM
I never said that I removed that jump trick on purpose because I think it's not fair, it happened when I changed the brushes to curves but don't worry, it's back (and because both of you wants to see that jump trick back as soon as possible, here's the fixed BSP -- new textures are still incomplete/wip at the moment) any other bugs/request are welcome
The Abandoned Base -John Romero- (http://gaarabis.free.fr/_acc/goodies/dm3-remake.pk3) (9 Mo)

Edit: wow, now that I read my post with that (awesome but yet bossy) avatar sitting on the left, I feel like I was moaning, but it's not the case (sorry if it sounds like) ^^


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 21, 2007, 04:27:38 PM
Actually I just figured that you didn't know about the jump, no biggy :)


Title: Re: About maps imported from Quake 1
Post by: anyone on July 22, 2007, 04:44:03 PM
Change log :
-   Texture revision (new skybox, new water, new grass, cracks on walls and floor, computer screen blending, added some decals)
-   Added lots of clip walls (won't be stuck by the door trim in the basin anymore)
-   Eating more fruits because it's good for your health
-   Few more details added and sky lightening modified
The Abandoned Base (http://gaarabis.free.fr/_acc/goodies/dm3-remake.pk3) (11 Mo)
(I may need help for the skybox: if someone can make Darkplaces run with a very high resolution -height higher than 1024-, that would be lovely to capture the skybox (http://gaarabis.free.fr/_acc/goodies/dm3skybox.pk3) for me so I could resize it to 512)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 22, 2007, 07:58:33 PM
much better :)


Title: Re: About maps imported from Quake 1
Post by: anyone on July 23, 2007, 09:43:58 AM
Thanks ^^

Added details, added two spawn points, rewritten .arena file, improved sky, new lightening, pk3 size reduced from 11Mo to 6.4Mo…
DM3: The Abandoned Base (http://gaarabis.free.fr/_acc/goodies/dm3-remake.pk3)

Complains, suggestions, bug reports and such are welcomes ;)


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 23, 2007, 11:29:23 AM
The broken windows aren't lit. Might as well remove them.

I'm not sure about the use of non-Free fonts in maps for the text. Try Deja Vu Sans or Freesans.



I'm unsure about the skybox either. I liked the scrolling sky better.

If you make that skybox you modeled into an actual md3 to compile into the map in a secret skyroom you could have scrolling sky with it again, plus the building geometry won't be so blurry.

The bridge water area could use better lighting though. Those small pointlights look ugly


Title: Re: About maps imported from Quake 1
Post by: anyone on July 23, 2007, 11:43:08 AM
The broken windows aren't lit. Might as well remove them.
Ok, these are out

I'm not sure about the use of non-Free fonts in maps for the text. Try Deja Vu Sans or Freesans.
The font used is Liberation (https://www.redhat.com/promo/fonts/)

I'm unsure about the skybox either. I liked the scrolling sky better.
Some details would help me (is it the color or just the fx ?)

If you make that skybox you modeled into an actual md3 to compile into the map in a secret skyroom you could have scrolling sky with it again, plus the building geometry won't be so blurry.
I can use real brushes instead of the buildings on the skybox, but I cannot make it MD3 :/ (I've got to check how it would look like with the ground too) (after all that part of the map is completely empty)

The bridge water area could use better lighting though. Those small pointlights look ugly
Ok, I'll try to smooth the light there.

Thanks for the reply ^^


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 23, 2007, 11:56:21 AM
cool, i didn't know about liberation. thanks :)

You can directly map the geometry there yeah but I thought md3 would be better for r_speeds.

The level looks really nice (http://openarena.ws/shots/fun/dm3-new-hi2.jpg) with bloom.


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 23, 2007, 12:03:48 PM
the broken walls need fallen debris.


Title: Re: About maps imported from Quake 1
Post by: anyone on July 23, 2007, 01:12:56 PM
(No problem for debris)
I have some troubles with the skybox... if I replace it with some real brushes, it really looks bad because I cannot make the towers as huge… The overall really looks pathetic. But there's a few solutions:
- Try to recapture the skybox in 1024sqr
- Create open landscapes
- Do nothing at all and just put a simple sky
- Skyportals (is it only possible in OA ???)

(Because my hardware can't handle higher resolutions in Darkplaces -so I can't capture skybox again-, I'll try to recreate landscapes)


Title: Re: About maps imported from Quake 1
Post by: iLeft.bye on July 23, 2007, 05:27:13 PM
it looks great


Title: Re: About maps imported from Quake 1
Post by: anyone on July 23, 2007, 07:56:05 PM
Thanks man, I still have a bunch of things to fix around those two through...
(By the way, I found what I was looking for... I'm kinda excited because it's the first time I'm using that and I wasn't even aware that Quake III was supporting skyportals...)


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 23, 2007, 08:57:17 PM
it's a q3map2 hack. A well known example of this skyportal is the overrated map Unbalanced, heavily nicked and abused in Warsow


Title: Re: About maps imported from Quake 1
Post by: anyone on July 24, 2007, 08:16:23 PM
Know what's the time kids? It's the "not that post again?!" time ^^
Of course, I could have drawn another avatar in order to find some clueless excuse, but... well, I've been watching something like ten episodes of Duckman in a row so I could barely keep my eyes open... ho never mind. I think I changed pretty much everything that was mentioned upon...
The Abandoned Base (http://gaarabis.free.fr/_acc/goodies/dm3-remake.pk3) (7 Mo)

(does anyone mind if I try some workaround DM1 ?)


Title: Re: About maps imported from Quake 1
Post by: w1zrd on July 25, 2007, 09:47:26 AM
I must say that I really like maps more and more, the more I test them. They got that darker, dirty grungy feel to them. The DM5 is a pure bliss nothing to suggest at the moment, so now my attention has turned to DM3. There are few things on DM3 that does not really make sense (in my little little head) one of them would be: where are the mega-healths? :) The original version did have three mega-healths, this version has at the moment only 1. Especially handy is the  mega-health located at the rounded room. I promise, it is useful, even though it might seem stupid :)
Then, another thing, the placement for that lightning gun ammo is very well lit, but from where does the light radiate? The roof hatch has it's lightsource next to it. And then, to something more of a 'it-should-be-this-way' kinda things. That platform where red armor sits, should be a few units higher. At the moment it is possible to crouch-jump up to it from below, this was not possible in the original map (yes, it works in oa_dm3 also). And finally, to add something to my list of things 'that-worked-well-in-the-first-game' would be the positioned jump-pads. Again, in the original version there were elevators, not jump-pads. Don't know how close to the real deal you want to get but for us nostalgics it would make sense, and be fun, to see a map that closely resembles it's original. And yes, I love the broken glass idea in the map even though it wasn't there in the first one :)


Title: Re: About maps imported from Quake 1
Post by: fromhell on July 25, 2007, 09:57:02 AM
(does anyone mind if I try some workaround DM1 ?)

I don't mind


Title: Re: About maps imported from Quake 1
Post by: anyone on July 25, 2007, 10:19:35 AM
Aoutch... seems like you've been testing on a two or three days old map. Many changes have been made already: there's not that broken glass anymore (because I had troubles to make the lightmap work correctly with it and as the map is a bit darker, the trim was looking full bright), only the third mega health is missing (thanks for mentioning it, I've barely played that map back in the '96, I'll check it out) and the under water area is harder to see through -and a bit darker-.

That platform where red armor sits, should be a few units higher.
Thanks for the tip, I'll add a couple of steps, it should do the trick...

in the original version there were elevators, not jump-pads.
I kept that from the last design (I suppose it was dmn_clown's design) ; Of course I could place elevators there but it would require me to do more textures and it would be... *sigh* can't even find decent excuses. Okay, I'll put these elevators back online ^^

Thanks again for the reports (check the last Pk3, another should come soon)

I don't mind
Cool, I started already ^^


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 25, 2007, 11:37:12 AM
Cool, I started already ^^

Ok, but I want to put a stipulation on this, the textures you use should be replacements of iD's q3 textures.  The entire point of this project is to provide a free drop in replacement of iD's q3a+q3ta content which will be next to impossible to accomplish if everyone starts creating new textures outside of that convention.  At the very least try to do this before placing textures outside of that scheme :)


Title: Re: About maps imported from Quake 1
Post by: anyone on July 25, 2007, 11:49:33 AM
Ok, but I want to put a stipulation on this, the textures you use should be replacements of iD's q3 textures.  The entire point of this project is to provide a free drop in replacement of iD's q3a+q3ta content which will be next to impossible to accomplish if everyone starts creating new textures outside of that convention.  At the very least try to do this before placing textures outside of that scheme :)
Err... what do you think if for every new texture, I redo one of Q3A ? So I can use new assets and meanwhile add some for the compatibility of other maps ?


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 25, 2007, 01:18:55 PM
Look, the wires1 texture you use in dm3 should be a replacement for the existing wires02 texture in base_trim, SQRlight should be a replacement for gothic_light2, fx_window should be a replacement for tinfx in base_trim, etc. that is what I am getting at.  I'm not against adding new content, I'm against duplicating existing content and if you can provide replacements for iD's textures/shaders that we haven't done yet, all the better for the project :)

Also, before you release your final revisions of the maps could you change the map names to oa_dm1, oa_dm3, and oa_dm5 as opposed to dm*-remake?


Title: Re: About maps imported from Quake 1
Post by: anyone on July 25, 2007, 01:55:38 PM
Also, before you release your final revisions of the maps could you change the map names to oa_dm1, oa_dm3, and oa_dm5 as opposed to dm*-remake?
Yeah, sure, I plan to change the location of the sounds of dm5 too (so it would be in sound/world/ instead of sound/dm5/ for consistency ^^)...
(I've uploaded the latest builds of  "you know what" (http://gaarabis.free.fr/_acc/goodies/dm3-remake.pk3) on  "you know where" (http://gaarabis.free.fr/_acc/goodies/dm5-remake.pk3), but I'll wait a little before making them final (just in case of any troubles we haven't spotted yet suddenly decides to appear))

(About the textures, I did those new textures to match together, I'm afraid to use these as replacement for Q3A because colors/grain/feel may not match and the result of mixed textures in a single level could be disappointing -- Q1 and Q3A are way too distant in my opinion to share the same files. But I'm going to work more with compatibility by now)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 25, 2007, 03:18:11 PM
Yeah, sure, I plan to change the location of the sounds of dm5 too (so it would be in sound/world/ instead of sound/dm5/ for consistency ^^)

cool

Quote
(About the textures, I did those new textures to match together, I'm afraid to use these as replacement for Q3A because colors/grain/feel may not match and the result of mixed textures in a single level could be disappointing -- Q1 and Q3A are way too distant in my opinion to share the same files. But I'm going to work more with compatibility by now)

I'm less concerned about matching iD's q1 colors/grain/feel perfectly and more concerned with the q3a + q3ta framework that this project is about, granted, if you have an idea that doesn't work in that framework, it is alright to expand.  There are two other projects that are working on re-creating q1 content (not including Open Quartz) so we shouldn't try to do the same (Which is why I don't like the evillair textures, because then we just end up looking like Nexuiz without the graphic enhancements).


Title: Re: About maps imported from Quake 1
Post by: w1zrd on July 28, 2007, 12:26:53 AM
(I've uploaded the latest builds of  "you know what" (http://gaarabis.free.fr/_acc/goodies/dm3-remake.pk3) on  "you know where" (http://gaarabis.free.fr/_acc/goodies/dm5-remake.pk3), but I'll wait a little before making them final (just in case of any troubles we haven't spotted yet suddenly decides to appear))
And I've downloaded  "you know what" from "you know where" and did some testing with a few friends. Always remember, I am not critical and evil, just thorough (and a little evil at times) :)

 On DM3 there are very few remarks, apart from one rather annoying glitch (see attached demo). Also on DM3 if not to cumbersome, a nice touch would be to add some ambient sounds, especially in the area with the rocket launcher [note: I LOVE THAT DIRTY WATER!!!]. Maybe some flashing lights at random spots, electric humming, cables with sparks, who knows? :) There are also two places on the map where you can walk on air, but it's hard to find so I won't tell unless you ask for it :)

 On DM5 there are a few things that could be worth thinking about, one of them being the sound of the torches being quite loud, especially when standing underneath two of them. Another thing that we found is that the torches are rather bright when r_flares 1 is enabled, don't know if this is changeable or default OA settings for it. Anyways, two demos included, no need for idiot proof guide in 'how-to..' this time ;) Also a screenshot with r_flares 1 attached, for your viewing pleasure, and last, but maybe not least, a suggestion for a rather brownish wall on DM5, some vines or leaves...or whatever makes you tick..if you think I don't love your maps, think again! We all loved them during testing ;)


Title: Re: About maps imported from Quake 1
Post by: anyone on July 28, 2007, 06:05:11 AM
(and a little evil at times)
(I wouldn't mind if you were a little more evil sometimes --I used to make that joke with a friend of mine, but out of context it just sound creepy... err... forget what I wrote--)

1. On DM3 there are very few remarks, apart from one rather annoying glitch (…)
2. There are also two places on the map where you can walk on air, but it's hard to find so I won't tell unless you ask for it :) (…)
1. That's a weird one, I'll see what I can do (there another weird, but it appears on the original map too and I don't know how to fix it -hopefully, it doesn't completely block the player-, I think it's like DM5 water pool bug I had (remember the hint brush ?)
I'll try to add more ambience stuff too.
2. Hu ? If it's in that big circle, I'm aware of it but I had to made that jump trick possible… otherwise I don't know where it is :/

(DM5)
1. The sound of the torches being quite loud (…)
2. the torches are rather bright when r_flares 1 (…)
3. a suggestion for a rather brownish wall on DM5, some vines or leaves...or whatever makes you tick.. (…)
1. Unfortunately, I cannot change the volume from into GTKRadiant, so I can try to reduce the amount of sounds entities, modify the existing one wav file or… I don't know, I'll find out. ^^
2. I'll try with another flare type then.
3. You're right, that texture lacks of details. (DM1 should use more vegetation; I have a couple of weird ideas that could really err… look disturbing -- bodies and flowers? "NPD Psycho" anyone?)

I had a look around your demos, I can make the door stay open a little longer, about the arches, I've got a very good excuse: there was a bug before (holes in 50% of doorway) so I turned them into models. I forgot to make them solid but I cannot help for the lightening. About that door trim near the grenade launcher, you'll have to ask Tim, because I'm pretty sure it was in Q1 ^^. I'll check that door near the water fall (and I noticed a bug with the water shader : it hiccups)

if you think I don't love your maps, think again! We all loved them during testing ;)
*I may weep openly* (just kidding, I would be a lot more worried if there were no complains at all). Thank you very much for the feedbacks, I start my bug checklist.

(EDIT: Dm1 : may be delayed because it'll require NEW TEXTURES and I'm trying to balance my photoshop time between Dm1 and Q3A replacements)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 28, 2007, 10:53:04 AM
Quote
one of them being the sound of the torches being quite loud, especially when standing underneath two of them.

The game amplifies sound based on the position of the target speakers, though I would suggest using one of the more quiet wav files produced by the god of hellfire and his plastic bags and possibly moving the target speakers.


Title: Re: About maps imported from Quake 1
Post by: anyone on July 28, 2007, 11:03:11 AM
though I would suggest using one of the more quiet wav files (...)
That's what I did

(...)produced by the god of hellfire and his plastic bags (...)
:D

Meanwhile, Dm3 spectator door bug fixed (well, it was easy, it's simply because spectator float upon the floor, so his/her head is slightly higher) -- Dm5 bugs and request checked. I'm still trying to reduce polycount on DM5 with antiportal this time... it works... a little... (there's no shader for that special brush right now by the way)
(ho: and there are only 8 textures left to do to have a complete base_floor replacement...)


Title: Re: About maps imported from Quake 1
Post by: dmn_clown on July 28, 2007, 11:15:01 AM
I'm still trying to reduce polycount on DM5 with antiportal this time... it works... a little... (there's no shader for that special brush right now by the way

There is now :)


Title: Re: About maps imported from Quake 1
Post by: w1zrd on July 30, 2007, 03:17:43 AM
Tested the later version of DM5 again last night, this time with a few more players. Smooth and nice, everything works fine except one strange bug that occurred. The teleporter randomly decides if you are about to go the 'right' direction, or if you should 'go-back-to-start' without collecting $200. Well, in the real world you cold also call it a bug. It's kinda hard to explain, so guess what? Yes...another demo :) This time it is Insomn1a who is acting as a guinea pig, rather him than me I say ;)

As for DM3, we did some further testing on it, nothing to report except that little 'invisible' walk-way at the top of the circular room (yes, that's where you can air-walk) [red circle;)]. The only thing that might have an impact is for people who use tricks to navigate a map, this time I am talking about a technique called plasmaclimbing. You can't plasmaclimb up alongside that wall [green arrow]  (both sides) since you will hit your head in that invisible floor ;) Don't know importance of it, but there you have it mate... ;)


Title: Re: About maps imported from Quake 1
Post by: anyone on July 30, 2007, 12:39:05 PM
Dm3 plasma climbing fixed (also added a little hint there, might be useful to someone… I guess)
I checked Dm5 to try to reproduce the bug, but I never managed to do so… Maybe I modified my file after sending it to "you know where" and that's why it doesn't happen to me anymore, (that or I'm not skilled enough to make it). Anyway, I modified teleport size and position (slight change, nothing very important)… I suppose it would fix the bug (other hypothesis was a portal mistake, that's a thing I fixed after net release…)

Important: bsp name have changed! Pk3 filename too, they are now "zdm3-remake.pk3" (http://gaarabis.free.fr/_acc/goodies/zdm3-remake.pk3) and "zdm5-remake.pk3" (http://gaarabis.free.fr/_acc/goodies/zdm5-remake.pk3) (so it overrides previous OA maps – moves them or changes their extension if you plan to play online so server won't bother)


Title: Re: About maps imported from Quake 1
Post by: w1zrd on August 02, 2007, 03:37:47 AM
We also tried to re-create that bug now and we couldn't, so chances are that it's gone *poff*
More testing was done on both DM3 and DM5 and I can tell you, you have really managed to impress some old die-hard Quake 1 fans with your maps, and that's saying something...
The textures, the dirty rugged look, the ambient lights, the buzzing sounds, shadows on the wall, the speed, the smell of rocketfuel....oh..I must stop before...

Oh, anyway, here's the latest reporting:
DM5 - everything works like magic, haven't seen any oddities. Still bright flares, but r_flares 0 saves the day :)
DM3 - you need a new levelshot (pre-load image) :)
That's how long the bug-list was this time :)
The maps are awesome, they really bring back memories of the good 'ol days and almost make me wanna cry...
 I also put out the map on a public server without password (I normally protect our beta testing) and the comments from outsiders were quite awesome. Words like amazing, beautiful, wow!, for real? and Quuuuuuuuuuuuuaddd!!! were used. So all in all, I think we can sum it up in one sentence for you:
Amazingly well done! Thank you


Title: Re: About maps imported from Quake 1
Post by: anyone on August 02, 2007, 10:17:21 AM
Thanks a lot for the feedbacks ::blushing here:: ^^
Weirdly enough, the snapshot is there, but I forgot to rename dm3-remake.jpg to oa_dm3.jpg...
But if you want a brand new, there's one.
(I'm fixing small details for a certainly very-serious-final release --metal footsteps on computer in dm3, a small blending problem with wooden grates in dm5, zipping sources...--)

(I'm busy with err... life(tm) so dm1 might be delayed)

EDIT: It was displayed right on my computer anyway :D


Title: Re: About maps imported from Quake 1
Post by: anyone on August 02, 2007, 07:28:07 PM
Any chance of you redoing the rest of the quake1 maps? It would be a jackpot dude :)
Keep up the good work mate!
Thanks :)
I'd like to, but I should try to help a little with Q3A texture replacement too (and I'm running out of free time these days, it certainly gonna change in a while but there should be a few days off I guess)


Title: Re: About maps imported from Quake 1
Post by: hyp3rfocus on August 02, 2007, 07:38:09 PM
i got the impression from the roadmap on the wiki ((DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Roadmap#0.7_.28Done.21.29) that all the quake1 maps had been converted.

is there still work that needs doing on them? if so i wouldn't mind taking a look myself. i tried getting hold of them, but the link on id's website was broken.


Title: Re: About maps imported from Quake 1
Post by: anyone on August 02, 2007, 08:26:36 PM
i got the impression from the roadmap on the wiki ((DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Roadmap#0.7_.28Done.21.29) that all the quake1 maps had been converted.

is there still work that needs doing on them? if so i wouldn't mind taking a look myself. i tried getting hold of them, but the link on id's website was broken.
Well, all the maps have been converted since the release of 0.7.0 but I didn't feel like they were from Q1 (I think Q3A and Q1 textures and feel aren't quite matching, that's why I redid Dm3 & Dm5 -- There are also overlapping brushes in the converted version)
There's another reason mentioned in the beginning of this topic (before I stole it... somehow) about the lack of use of the curves and Q3 graphical capabilities.