Page 4 of 10 FirstFirst 12345678 ... LastLast
Results 31 to 40 of 91

Thread: When a PSmonkey & a Q3 BSP map mix!!

                  
   
  1. #31
    DCEmu Regular MGFox's Avatar
    Join Date
    Nov 2005
    Age
    42
    Posts
    293
    Rep Power
    73

    Default

    Please email me that map !!!
    that or post it here if you dont mind.
    Here it is...please note "EXTREME W.I.P.!!!", as in it's not even got all the rooms, I'm still not sure about the scale so feedback would be greatly appreciated...

    e1m1.zip (82,928 bytes)

    You'll probably get a better understanding of the scale 'n' stuff by running it through QIII.

    Cheers,
    Fox

  2. #32
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    Very nice man. Not sure on the scale yet but at the current time things look great.

  3. #33
    DCEmu Regular MGFox's Avatar
    Join Date
    Nov 2005
    Age
    42
    Posts
    293
    Rep Power
    73

    Default

    I've done some more to the level now I've finished work, I've done some touchups to ease the sense of scale in some areas, added some new areas and improved the existing ones.

    I've just updated the existing file, so the link is the same :-

    e1m1.zip (82,692 bytes)

    Cheers,
    Fox

    P.S. If I build the geometry, can anyone else do the texturing?...thats unfortunately my downfall! (thats assuming you are gonna be supporting textures, PSmonkey?)

  4. #34
    DCEmu Legend Cap'n 1time's Avatar
    Join Date
    May 2004
    Location
    Right behind you...
    Age
    37
    Posts
    4,547
    Rep Power
    121

    Default

    Quote Originally Posted by MGFox
    I've done some more to the level now I've finished work, I've done some touchups to ease the sense of scale in some areas, added some new areas and improved the existing ones.

    I've just updated the existing file, so the link is the same :-

    e1m1.zip (82,692 bytes)

    Cheers,
    Fox

    P.S. If I build the geometry, can anyone else do the texturing?...thats unfortunately my downfall! (thats assuming you are gonna be supporting textures, PSmonkey?)
    yeek.. texturing is a bitch.. especially when your trying to remake somthing. perhapes if I had a sample of all the textures on the original map I could come up with somthing though.

  5. #35
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    Quote Originally Posted by MGFox
    I've done some more to the level now I've finished work, I've done some touchups to ease the sense of scale in some areas, added some new areas and improved the existing ones.

    I've just updated the existing file, so the link is the same :-

    e1m1.zip (82,692 bytes)

    Cheers,
    Fox

    P.S. If I build the geometry, can anyone else do the texturing?...thats unfortunately my downfall! (thats assuming you are gonna be supporting textures, PSmonkey?)
    Cool checking out the update now.

    Yes textures are on the todo list.

  6. #36
    PSP Modder Produkt's Avatar
    Join Date
    Nov 2005
    Posts
    403
    Rep Power
    73

    Default

    Wonderful work

    Maby it's just me but I like the more story bound Doom 3 version.

    I mean the + side to doing something along that side would mean we dont have to reread the book to remember what the heck is going on.

    I have some Doom 3 low poly remakes I will pop into GTK soon

    If you guys are going the D1 way I will hit up on the textures and concepts

    maps can have the same layout but it needs updated designs and more polygons, we arent rendering in software mode any more

  7. #37
    DCEmu Regular MGFox's Avatar
    Join Date
    Nov 2005
    Age
    42
    Posts
    293
    Rep Power
    73

    Default

    Thanks for the feedback guys

    As for the updated designs and increased poly comment...I'm a bit unsure how to approach this, do you have any suggestions on how to do this?

    I'm an evolved Quake 1 mapper and can model in 3DS Max, my methods in the past usually comprised of fairly simple geometry with MD2/3 models, but this engine does not yet support models, and I feel that whacking in too many curved corners will destroy the feel of the original levels. Thinking about it, all the stuff like barrels and candle-sticks will probably be models...if that helps

    To begin with I'll just get the basic geometry down (all the rooms and try to sort out the damn scale ), then I'll look at ways of evolving the level with detail.

    Cheers,
    Fox

    P.S. And for the D3 low-poly re-makes, you can download a tool called DtoD3 (or something like that) which basically converts a Doom IWad into Doom3 levels, it'll extract the textures and everything! That'll be PSmonkeys decision to use it though...I guess it would be quicker to get the geometry, all you'd need to do is texture and light it! ( mmm...I guess that makes me extinct )

    //////// EDIT \\\\\\\\\

    Just as an example, here is E1M1 created with DtoD3, I've stripped out all textures, entities and lighting (they were all specific to D3). This took under five minutes to create:-

    e1m1a.zip ( 236,493 bytes )

    As there are no lights in the map, it will not display properly in the PSP-BSPViewer, but you can run it in Q3 to get the jist!

    Me sleepy, me go bed now!

  8. #38
    PSP Coder
    Join Date
    Sep 2005
    Posts
    1,407
    Rep Power
    86

    Default

    MGFox,

    For legal reasons it would probably be nicer to remake the first map by allowing it to have more feel to it as well as take heavy use to the idea of a surface being Texture * Vertex Color (modulated) + Lightmap (additive blending). Many quake3 maps tend to ignore vertex coloring or use it as a lightmap replacement. I don't wish to do this. If you've ever had the chance to play Rainbow six 3 for pc, it is a great example of using the formula i mention above.

    Also. I would like us to remake only the first map and not all of doom. I think it would be great if we get our own visual style and make new maps that give off that great feel of doom with out being a map we have played a million times over.

    As for your map, On my pc Bsp Viewer (like my psp one but a bit better), The map looks fantastic yet in quake 3 the scale feels a little off (maybe a little small in the first room only on the x&z axis, ie floor, not height). I just think the scalling is only in need of minor tweaking (And nothing major you might have feared).

    Oh the next version (actualy does it now in my current build) will suport mesh enviroment models.

    Also low polly is somewhat good. I will need to render the surface twice to do lightmaps & textures together so it will be nice to add more polys but not to go overboard.

  9. #39
    PSP Modder Produkt's Avatar
    Join Date
    Nov 2005
    Posts
    403
    Rep Power
    73

    Default

    I am using hl1 as my base for level poly count.

    and transparencies are much apreciated if you can get that worked in

    What i ment by doom 3 low poly was I took a good look at the doom 3 levels drew up a simple floor plan and re made it with a lower poly concept in mind.

    I have started some work on 16 bit textures at 128^2 for the game, hopeing that it wont be tooo teribly much for the console. with the size of the screen it should pan out fine if its reduced to 64^2

  10. #40
    DCEmu Regular MGFox's Avatar
    Join Date
    Nov 2005
    Age
    42
    Posts
    293
    Rep Power
    73

    Default

    no major update today as work has been kinda hectic, a major project goes live for testing tomorrow and everyones rushing around to iron out all possible bugs...it's fun

    Produkt:

    Sorry, I completely misunderstood what you meant about the Doom3 maps. That sounds like a cool idea, make Doom3 for PSP!!!

    PSmonkey:

    I'm gonna try and sort out the scale tonight, as I've just got to the "acid" room in E1M1 and I've built it using the first area as the scale (because the windows line-up) and it's all wrong...but as you say, I think its only the first area!

    Cheers,
    Fox

    ///// EDIT \\\\\

    Well, that went quicker than I expected, here is a scale corrected map for your approval, I've called it "b" so I didn't overwrite the original with these extravagant changes. I'm a lot happier with it as I hope you will be:-

    e1m1b.zip ( 147,876 bytes )

    I also had an idea last night about the "increased detail" discussion, the outside section could be done as uneven ground (Mars Surface) and the ground could dip down to create a puddle for the acid pool...just a thought

Page 4 of 10 FirstFirst 12345678 ... LastLast

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •