It is my intention to add a few more textures in the set, like grate, crate, jumppad, door, etc. but this will be in a future version.
The idea is to have a complete set in which nothing is missing to create basic geometry for your map. For this I have included
a few decals, liquids, lights, a few metals and a skybox.
Thanks.
Are your screenshots of the final compiled map?
If so, what did you do to get such nice shadows?
I am newer to q3 mapping and nice shadows elude me:
Extra: I have a couple of projects on moddb and my experience there has been g reat. Their file host of huge files has been helpful.
Map lighting is entirely from my skybox shader. It is included in the set.
For compiling I use my own build menu for NetRadiant but recent versions of this software
have a new build menu that is almost the same as mine (I contributed to it).
NetRadiant (with Xonotic gamepack):
Code:
<build name="Final: -bounce 8 -dirty (new Xonotic's default)">
<command>[q3map2] -bsp -meta -keeplights -maxarea -samplesize 8 -mv 1000000 -mi 6000000 "[MapFile]"</command>
<command>[q3map2] -vis -saveprt "[MapFile]"</command>
<command>[q3map2] -light -lightmapsize 1024 -lightmapsearchpower 4 -fastallocate -deluxe -patchshadows -samples 4 -randomsamples -bounce 8 -fastbounce -bouncegrid -nobouncestore -dirty -dirtdepth 64 -dirtscale 0.8 -fill "[MapFile]"</command>
</build>
My own preset that is almost identical:
Code:
<build name="Jul: -bounce 8 -dirty">
<command>[q3map2] -bsp -meta -maxarea -samplesize 8 -mv 1000000 -mi 6000000 "[MapFile]"</command>
<command>[q3map2] -vis -saveprt "[MapFile]"</command>
<command>[q3map2] -light -lightmapsize 1024 -lightmapsearchpower 4 -fastallocate -deluxe -patchshadows -samples 4 -randomsamples -gridscale 0.4 -gridambientscale 2.5 -bounce 8 -fastbounce -bouncegrid -nobouncestore -dirty -dirtdepth 64 -dirtscale 0.5 -fill "[MapFile]"</command>
</build>
Thanks for your command line and method.
Add:
Just want say this devel map is inspiring.
For a project I have on Moddb, I post a DarkPlaces screenshot from something for every version. This time I used "devel" and I couldn't pick just one.
I love the plastic looking pipes. And there are so many examples of "how would I do this things" everywhere.
Of all the things I learned from the devel map, the red pipe was the one that really pulled me in.
I dissected the shader, opened the .map and used it as a learning tool.
Several weeks later, I had a "Ah ha!" moment ...
I used it for this ...
Prior the to devel map, I didn't understand what _reflect textures did or how to use them. I could tell they did something but the red pipe tied it all together for me and it clicked.
The wave motion is from Blood Omnicide DarkPlaces "deformvertex roundwave"
I suggest to make *hzrd* textures just vertical stripes in low resolution that are skewed in editor instead current high-res textures. It will both save space and improve visual quality(since stripes will be pixel-aligned). Also I think they can be deduplicated into one grayscale image by producing colored versions with vertex color.
EDIT: or with `shear` shader texture matrix function if possible
EDIT 2: Also deduplicate normal and gloss maps.