The Citadel - A work in progress

Post » Tue May 07, 2013 8:30 am

Hi there,

Early days yet but I thought I'd share some shots of my progress.

http://imgur.com/a/fGgeW
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Taylor Thompson
 
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Post » Mon May 06, 2013 7:27 pm

looking good PhamNuwen, lots of mutants is a good sign
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Claire Jackson
 
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Post » Tue May 07, 2013 1:21 am

looks good. Just a quick question is there a way to change the cloud texture. I tried to do it on dusty 8 but couldn't find the skybox.
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Hannah Whitlock
 
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Post » Tue May 07, 2013 1:03 am

I'm not too sure. I think the skybox is treated as a different type of material. Not sure if its a cubemap etc. I'll have a dig around tomorrow.
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cutiecute
 
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Post » Tue May 07, 2013 8:42 am

Any relation to the Doom map with the same name? I got excited for a sec, though you might've been building Doom maps in Rage. Don't necessarily know why you would except "just because" but I had an interest spike.
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Mrs. Patton
 
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Post » Mon May 06, 2013 6:44 pm

No relation - coincidence.....actually forgot about that map.
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Monique Cameron
 
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Post » Mon May 06, 2013 11:14 pm

Some Night Time Action!

http://imgur.com/a/H49xU

Got the skybox working by replacing the gskydome_nx and related files with my own artwork.

I'd be interested in finding out how you generate a new one if anyone knows.

Handy for multiple times of day throughout the mod.
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Heather Kush
 
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Post » Tue May 07, 2013 1:31 am

great stuff PhamNuwen.
your work along with others will always be appreciated.
Thanks a lot.
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Yama Pi
 
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Post » Mon May 06, 2013 10:41 pm

Yeah that is more suitable. Maybe id will release some more eventually. Little disappointed with the lack of textures, but I guess mostly everything was built in Modo.

I gotta play around more with mine. My map is completely washed out with blue light since i put i sky on there.
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Cat
 
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Post » Mon May 06, 2013 8:43 pm

That looks awesome PhamNuwen

Not too sure on creating new ones though, It looks like it's fairly straight forward from the definition of the 'textures/skies/gskydome' in 'decls/m2/skies.m2'
{nofragment  1surfaceFlags surf_NoAreasstageprogram skyboxmergenoshadows  1envmap   linear env/gskydome_pxskyScale				{ 1, 1, 1, 1.0   }transmap  scale( models/mapobjects/skies/hlchumpskyclouds, 4.0, 4.0, 4.0, 1.0)transmap1  scale( models/mapobjects/skies/chumpskyclouds, 4.0, 4.0, 4.0, 1.0)transmap2  scale( models/mapobjects/skies/chumpskyclouds2, 4.0, 4.0, 4.0, 1.0)//fademap  models/mapobjects/skies/skyclouds_maskcolor				{ 0.2500, 0.2500, 0.2500, 1.0000 }smatrix.w  time * 0.015smatrix1.w  time * 0.007wavefreq  0.100000waveamp   0.100000wavespread  0.000200surfaceRadiosityScale 0.75qer_editorimage "env/gskydome_px"}
For the envmap it only looks like it only references the env/gskydome_px image. I can't find a reference matching it with the other images in the set eg. nx,ny,nz,py,pz, so I think that's just a direct reference to the .tga file and the skyboxmerge stageProgram (decl/renderProg/skyboxmerge) only refers to it as $envmap, so it might automatically grab the other 5 files (as long as they're named properly), then the transmaps are for the cloud layers.

I think if you don't need the cloud layers you can use the skybox stageProgram like this decl for textures/skies/sunset material (in skies.m2 again)
textures/skies/sunset{stageProgram skyboxnoshadows  1envMap   env/sunsets/sunsets_1/skywarp_forward.tga	qer_editorImage textures/common/sky	surfaceFlags surf_NoAreas}
I tried adding one a while back and couldn't get it to work properly, the sky just turned out grey in game, but I only used one image, I think if you have all 6 named properly and point the envmap at the _px or _forward one the render programs will do the rest. In theory anyway lol

Edit: Yeah that works fine, I just had a quick test adding two new skies (just the gskydome images with a hue change). I put my 6 new images inside base/env/barrysky/ so my material declarations look like this:
//Barrys Skybox Test 1 with scrolling cloud effectmaterial textures/skies/gskydome_baz1{nofragment  1surfaceFlags surf_NoAreasstageprogram skyboxmergenoshadows  1envmap   linear env/barrysky/gskydome_pxskyScale			    { 1, 1, 1, 1.0   }transmap  scale( models/mapobjects/skies/hlchumpskyclouds, 4.0, 4.0, 4.0, 1.0)transmap1  scale( models/mapobjects/skies/chumpskyclouds, 4.0, 4.0, 4.0, 1.0)transmap2  scale( models/mapobjects/skies/chumpskyclouds2, 4.0, 4.0, 4.0, 1.0)//fademap  models/mapobjects/skies/skyclouds_maskcolor			    { 0.2500, 0.2500, 0.2500, 1.0000 }smatrix.w  time * 0.015smatrix1.w  time * 0.007wavefreq  0.100000waveamp   0.100000wavespread  0.000200surfaceRadiosityScale 0.75qer_editorimage "env/barrysky/gskydome_px"}//Barrys Skybox Test 2 without scrolling cloud effecttextures/skies/gskydome_baz2{stageProgram skyboxnoshadows  1envMap    env/barrysky/gskydome_px    qer_editorImage env/barrysky/gskydome_px    surfaceFlags surf_NoAreas}
Where material textures/skies/gskydome_baz1 has the scrolling light cloud/dust effect and textures/skies/gskydome_baz2 doesn't and both materials use the same six images for the skybox. I hope that helps
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Motionsharp
 
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Post » Mon May 06, 2013 6:46 pm

I know this might sound like a noobish question but how do you import a model? I don't mean like an md6 or such, just a static thing like a .obj or .lwo , just wondering if you know how. I didn't get too much time with the editor and I have to re-download it since I got a new hard drive as my last one turned out faulty :/
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Khamaji Taylor
 
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Post » Mon May 06, 2013 10:13 pm

For an lwo it's very easy (unless I'm doing it completely wrong lol). Define a new material for your model and you can set your diffuse, bump/normal and specular maps etc in the definition, then in lightwave set the shaders name to the name of the new material you created. The engine links the two from there. As long as your UVs are all set there shouldn't be a problem with it. There are a few examples in the toolkit inside the base/models folder that would be worth a look.

There's the renderbump tool in the engine again for making a normal map from a high poly model to apply to a low poly version, it was in the Doom 3 and ETQW editors as well, and operates the same (as far as I can tell, I'm not much of a modeller), so there are a few tutorials for the older engines floating around that'll work just the same.
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Latino HeaT
 
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Post » Tue May 07, 2013 2:50 am


You need to turn radiosity off when doing your build - use the build wizard - radiosity is one of the custom settings on there somewhere - uncheck it - it samples the skydome image, hence the blue washed out colour. That'll fix your problem.
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Budgie
 
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Post » Tue May 07, 2013 7:18 am

Thanks for all the help BarryK - fair play. I was moving in that direction but slowly - had to give up lastnight...too late...to tired. You've saved me some time. Thanks. Ill try that out when I get home later.

Vynzent - don't feel bad about noob questions. I'll probably have the worst "answers to questions" ratio out of all of us lol - but hey, we're all here to learn and build and help each other - we're making progress!!!

Nice little community emerging here methinks

Speaking of noob questions - anyone get any fires going in their maps yet? I'm gonna try get a wall mounted torch going for my castle walls.

Edit: Fire working now - looks great
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Brandi Norton
 
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Post » Mon May 06, 2013 10:24 pm

Thanks guys. I hope there's a way to get .obj's and ASCII (like in D3) models in there too, but .lwo will do.

So at the moment my computer takes forever to build even tiny rooms being as how I'm at the minimim RAM. This means I'm going to wait a while before mapping, I'll have to order more RAM in a bit. I think what I'm going to do for the time being is try making models for props and other things that might be useful to modders. If all goes well maybe I can start a free models library thread for anyone to use
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Harry Leon
 
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Post » Mon May 06, 2013 11:27 pm


Now that sounds great. Fantastic idea. If you got the modelling know-how, put it to good use.
I'm actually going to be looking for a nice metal wall mounted holder with wooden torch. All I gotta figure out then is how to make fire.

Edit: Which I have working fine now
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SamanthaLove
 
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Post » Mon May 06, 2013 11:22 pm

I like the idea of nighttime gameplay and your skybox is awesome!
Great work)
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Silencio
 
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Post » Tue May 07, 2013 9:18 am


Awesome..always wanted nighttime..that looks great
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Juan Suarez
 
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Post » Mon May 06, 2013 11:22 pm

Some more progress.


http://imgur.com/a/qLtNT
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celebrity
 
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Post » Tue May 07, 2013 2:12 am

Nice job! Night sky looks great! Do u use envarea thing, and whichone?
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Life long Observer
 
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Post » Mon May 06, 2013 10:20 pm


Not that I know of - are you referring to post processing?
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Jessica Lloyd
 
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Post » Mon May 06, 2013 8:43 pm

Yes, I think, postprocessing effects from entity - envarea - its great tool - give real cool atmosphere in RAGE - that colored shadowed places.
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jessica robson
 
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Post » Tue May 07, 2013 1:40 am

A little question - how did you add new textures? I'm familiar with QUAKE4/DOOM3 materials but I can't find nothing like materials in RAGE. M2 format is simillar, but there I can't see textures behaviors, only models textures and stamping. I know what formats and where tu put textures file, but where are materials info?
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Jinx Sykes
 
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Post » Tue May 07, 2013 9:50 am


There may be several ways to do it. Here's what I did....

Create a new folder in base\textures\[your folder here] and copy your textures into it.
Fire up idStudio
In Media Browser (second tab - bottom right pane) browse to your new folder
Right click on each texture file and select "Generate Material"

Now in the Material Browser (third tab - bottom right pane) your folder should be there.
You might have to right click on the folder and select "Reload Folder" and once that runs, right click and select "Recache Folder"
You might also need to right click and select "Regenerate Thumbnails" when you're in that folder if the materials aren't displaying correctly.

As I said, that's how I did it - there might be other (easier) ways but there you go.

Hope that helps.

Cheers
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Kat Lehmann
 
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Post » Tue May 07, 2013 4:32 am

@PhamNuwen - now everything is clear, m2 files got another names, but they contains textures script. I see texture, but thumbnails become monochromatic purple after recache and regenerate, but there is no problem, I think that I could resolve it. Great thanks, I knew it I can count on community!

Edit: thumbnails problem solved
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Destinyscharm
 
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