Digital Amusement Game Development

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09-23-2003
I decided that the next stage of development for the hotel is going to be all on paper. I tried some things with the lobby in gtk, but didn't like where it was going. I've also been thinking about how I'm going to keep fps down to a reasonable level. Tell you what now, I have a GeForce3 ti 200. For current games, that's about the minimum required to get decent fps. My windows98 machine has a GF2 in it, which I can use for even lower end testing. If you have a TNT2 card, or something just as weak, consider upgrading. A quite reasonable card may not even cost you $100 if you look carefully.

Next, I made a new image for all to check out. I use it as my background right now. Lots of action there. The image also resides to the left in the pond.

Other than those things, nothing more to say for now. Probably going to be at least a few days until another update rolls into the pond. See ya!



09-15-2003
Actually it's already five and a half hours into the next day but who's counting? I spent alllll day today figuring out why my shiny metal shader I put on the escalators encountered z-fighting when looking at the shaders through the mirror. The metal shader worked just fine when looking at it by itself. I finally figured out that the lightmap and texture pass for the metal shader were arguing, so I switched the shader around a bit, and finally, finally, did what I wanted it to. I had more problems after that, such as the mirror tiles no longer wanting to work. Can I just bitch for a while now about how inconsistant gtk is with handling shit? Maybe my blame is directed the wrong way. Could be q3a that doesn't know what's up. Either way, more time wasted, although I did learn a lot today.

For one, you can adjust shader files and reload your map in q3a/urt without having to bsp/compile it. I suspected this before, but is confirmed now. I learned much more about the behaviour of texture passes in a shader. Plus I have a better feel for the behaviour of shaders. Their behaviour still sucks especially when something goes wrong.

So here's what I leave you with, tonight's final compile:





09-14-2003
Ok that's enough vacationing for me. It's really late in the night/morning so I'm just going to post a screeny of today's work on the hotel (tower 2).



I'll talk more about what I'm doing soon.



08-29-2003
Ping! I'm here, but I'll be out for about 2 weeks on my second traveling experience this year (and probably the last). Since you took the time to stop by, let's talk games and stuff.

First, I got my copy of F-Zero GX for the GameCube. There is no racing game out there that compares to the intensity that you'll find in this game. I'm quite pissed off at Electronic Gaming Monthly's review of the game. They gave it ratings of 9, 7, and 7 (out of 10). These guys that gave it a 7 were crying about how the game is soooo hard. They are the kind of mainstream gamer wannabe's who see "expert difficulty" and translate that too "I Can Win" (think Wolfenstien). Suckers are so used to watered down games... rewind to the days of the old when a hard game meant a HARD game. Mainstream. That's all I can say.

Second, my friend Shanon picked up his copy of Soul Calibur 2 for the 'cube. We played that for a while. It really is a good game, and I actually came to liking Link as a character. I still don't agree with Soul Cal having non-melee attacks. It's a fast fighter, and looks good in the process.

I've mentioned it before, I'll say it again. If you own a GameCube, buy Eternal Darkness. You will not be disappointed.

The latest EGM also went through an article about console games being released with bugs in them. In the PC world, it has become accepted that you will almost always have to download a patch for a game. However, in the game console world as it always has been, releasing a game with bugs is an immediate failure. So what's up with new big title games with glaring bugs? Look back to an article I wrote about the X-Box before it's release. Basically I said, it has a hard drive and net connection, so developers can get away with releasing incomplete games. That's just wrong. Need to release a game in time for the movie release, and it's not complete? Don't do it. The industry is starting to pull another Atari (of the early 80's). I also mention this AGAIN. I predict the fall of video games in roughly less than 15 years. Games like Enter The Matrix and the new Tomb Raider are cutting paths into that direction. Few new games are coming out. I don't mean on the shelf new, I mean sequel after sequel... Super Destructo Sisters 4 - The Roughening! Listen up. The same games have been reprocessed for years now. Taking an old game and making something completely new out of it (i.e. Metroid Prime) is perfectly fine. But recycling the new formula to recreate the same game is the failure. That is where video games will fail.

As you probably figured out a while ago, I'm both a PC gamer and console gamer, favoring Nintendo. Honestly, when the first screen in F-Zero GX popped up with both Nintendo and Sega's logo, I smiled the biggest smile and gave a round of applause. Fresh from reading The First Quarter (a book about the history of video games), this partnership really shows what can happen when two giants put aside their differences and work together.

See ya in a couple weeks.



08-22-2003
I've added a little something to superman that is very important. I spent the last day figuring out how to make the shader work correctly, and my work has paid off. At each point in the map where a person can jump and fly, there are now large moving green arrows. This should help greatly with any frustration as to where jump points are.



I still don't understand how a shader can work in one shader file, but will not work in another.



08-21-2003
Ok, now I'm back in the groove. Driving to Texas and back really took a toll on me (in addition to little sleep, rarely eating solid food, drinking endless quantities of Bawls, etc). I've been sleeping 16 hours a day since I've come back! Everything in my house is finally in order. So what to do now... Start working on beta 3 of superman would work alright. I've decided to have glowing animated arrows where the jump spots are. This will make it obvious where one can fly around from. I haven't done much thinking about the map over the past 2 weeks to be honest since I've been so busy. My friend and I are also going to do some GBA dev some nights here. Speaking of dev and level design, if you haven't seen screenshots of the new F-Zero GX, find some. Mind blowing graphics. :)



08-20-2003
Wow! I've been so busy, there's been no time for an update. What have I been doing? I went to QuakeCon!!!! That was more fun than I can describe. I met a lot of very cool people. I also took quite a few pictures!

Now that I'm back, and mostly recovered, I can get back to business. Since Urban Terror 3 has been released, things have changed. It will be interesting to see what transition I will have to make for ut_superman to get into the urt3 groove. That's really all for now. I'll update the pond with more information as it comes up!



08-05-2003
Well I did it! My map superman beta 2 has been released. Download it from the pond, or other supporting ftp servers like the poop clan server. Comments, suggestions, etc please send them up, write them in the forums.



08-03-2003
I bring you a screenshot today from the clouds. I added sidewalks, which really improve the maps' environment.



I have promised that I will release beta 2 before UrT3 comes out. That gives me less than a week. Not a problem.



07-31-2003
Been working on tower 2. I have most of the top carved out now.





07-29-2003
I've been out of the loop... yeah. Urban Terror 3, t-minus 1.5 weeks. Right before QuakeCon, good choice of dates.

As for QuakeCon, I still haven't made up my mind if I'm going or not. I'm less than 200 on the waiting list, which should be enough to get me in. It's still almost a 2 day drive, maybe 1 if I push it. We'll see what happens.

I deleted tower 2 and have begun rebuilding it. Whereas tower 1 is a military building of a sort, tower 2 will be a hotel of a sort, probably with a resturant on the top or something. Yesterday I attempted building an experimental tower. See for yourself... pic 1 pic 2 pic 3

Tis all for now, lots of work to do.



07-25-2003
Today I'm going to talk about radiosity a bit. It's a lighting technique to help add more lighting realism. I'm not going to get too much in depth, as I'm still learning the how's and why's, but I know what the outcome is. Radiosity is triggered in the -light stage when compiling with -bounce [n] where n is the number of passes. Just one pass gives awesome results, but I like to go for 3. Each pass rewrites the bsp, so you can interrupt the compile and see the results of the most recently completed pass. I'll give visual examples of what radiosity can do for you. The image on the left is a compile with just -light -fast, while the compile on the right uses three radiosity passes (plus some additional options that help smooth shadows). Notice the reflection of light above the water, and on tower 3 in the background from the light reflecting off the ground.




Compiling with -bounce take a lot longer than without it. For looks, it's well worth it. Other options I use for fixing up lighting is: -thres .75 -patchshadows, as well as -super 2 -extra -filter. My q3map2 looks like this (with hints from |NV|S):

! C:/PROGRA~1/GTKRAD~1/q3map2 -v # -light -fast -filter -super 2 -extra -patchshadows -bounce 3 -thresh .75 $

This is a very detailed compile, and not necessary for most any test purpose. Actually it should only be saved until the last compile, or if you just have a lot of time to burn. :)



07-24-2003
I've been trying a few special tweaks to add detail, fun, and realism to ut_superman. Examples: detail, tower 1 now has a skylight on the roof, in which you can see down into the exec floor. I added a security camera in the hall (doesn't do anything at this time). Realism, I moved the roof stairs once more to reflect the architecture of the building. There are supposed to be 6 large columns acting as supports that go up the entire tower. The stairs got moved into the path of where one of the pillars where, so I moved the stairs over. Would you be able to tell this otherwise? Doubtful. But for those paying attention, I changed it. Fun? There's no fun. I took it all out.

Ok smack me now. I've made tweaks and additions to gameplay, exploiting q3/urt physics, etc. Stuff you have to play to understand. Sorry for the vagueness, just keep reminding yourself b2 will be out soon enough. Trust me though, I'm having a hell of a lot of fun testing it.

I've been updating the shaders. I had three different shader files to do everything, but I managed to get all shaders into one nice new clean file. I've been borrowing textures from the urt pak files, trying to make good environment matches with existing textures. I am a little concerned about the UrT beta 3 fiasco which will chuck out a bunch of textures to organize the pk3. Theoretically this means nothing changes to the end user, but for the mapper this could create unforseen problems. This is why I hope urt beta 3 comes out sooner than later.

Since I'm on a roll, I'll mention a problem I had today. I took the generic glass texture with it's shader, and made a copy only adding cull none (so the tex is seen on both sides). I wanted to make skylight a single panel of glass per brush, rather than making a brush entirely glass. So I made the tops and sides of the skylight windows my glass tex, and the bottom caulk. This worked fine with the breakable windows behind the exec desk, sunlight shining through, all good. But the sun would not shine through and brighten the lightmap where it should, i.e. the skylight brushes were blocking the sunlight. I couldn't find a solution to this so I settled on using a whole brush as a big sheet of glass. Problem was resolved, did a little designing around it. The skylight turned out well. See for yourself... And one more thing, I'm done with the front of tower 1 for now. It's looking particularily nice:







07-22-2003
Tomight I bring you the first look at building 3, and a look from behind the highway.



I had some problems with the skybox, particularily q3map_sun and it somehow causing a second shadow on tower 1. After playing around with this for hours, I gave up. Coming back later with a fresh mind, I decided to rip the skybox shader straight from the beta 1 pk3, which seems to have solved the problem for now. I'm beginning to think I don't like the tower 1 texture and may go back to something dark/ominous rather than synthetic building floor textures. I have some lighting work to do, on the executive floor, and I'm going to make first use of md3 models. Over at monkeyisms there's many free md3's and textures to download, which I will be making use of. Today's tip, how to drop a model into your map: create a misc_model entity and feed it the path to your md3. Simple as that. At this time I figure when I have tower 2 relatively done I'll prepare for a beta 2 release. How's that sound?



07-20-2003
With my newfound sound triggering powers, I've added a couple neat effects. Outside of the main tower, when you jump to fly to the top of the tower, there's now a sucking/vacuum sound for the air turbulance on liftoff. I added wind sound to the vertical portions in the front of tower 1 and tower 2 so there's some environmental sounds to go with players suicidal tendancies to scale tall buildings in single bounds.

I went to a local 24 hour resturant last night with a pad and pencil, spent a bunch of time reworking the top of tower 1, including the executive floor. This effectively meant rebuilding the top of the tower from scratch. I've spent a few hours today actually doing the brushwork and texturing. Now that I think of it, I pretty much gutted the whole building from above the main lobby up and rebuilt it. This was a learning experience in PLANNING AHEAD. A lot of tedious brushwork could have been avoided.

Now for a nice long -bsp -vis -light compile and I'll get to see the fruits of my labor! Spose that leads me to today's tip. Don't want to spend lots of time compiling after some changes, just to see if something you made worked out or not, then compile with BSP -meta. That will put the brushes together quick like, and in game the map will have equal lighting throughout. Since it takes me somewhere around 20-30 minutes to compile -light, I have better things to do than wait around for my machine to spit out a lightmap.



07-18-2003
Something I haven't done in a while, actually explain how things work. So today, we'll take a look at the elevator guts.



I've included a full screenshot from gtkradiant. The 2d window on the left is in top-down view right now. I've hidden the outer walls of the top and bottom of the elevator so you can see inside. The first thing you'll notice is the brushes I have selected. A few things are going on here. I've mitered the edges, meaning instead of three rectangular brushes with 5 exposed faces, there are 3 brushes with only 3 faces. This helps fps a little. The brush faces that no one sees have been caulked - meaning q3 will not draw them because there is no need to. At the elevator door on the right you see an orangish transparent brush, trigger_multiple. This brush triggers the doors to open. The doors have a func_door entity on each door. When a player walks into the trigger brush, the doors will open automatically.

The brushes that are selected have different textures applied to their faces. On the sides, there is a regular texture. The insides have caulk. The top and bottom however use a texture with a shader. This shader specifies q3map_surfacelight which makes the texture emit light. In the middle of the elevator, there is an orange bar in the emergency trapdoor opening. This is an origin brush with a func_pendulum entity attached to it, and the same entity attatched to the door hanging below it. The trapdoor swings back and forth slowly ingame because of this. To the upper-right, there is a small brush made up of all caulk with a thin green line sticking out of it. This brush has a trigger_push entity, and on the other end of the green line there is a target_location entity. When a player walks into the trigger_push, they are thrown towards the target_location. In this case I have put the brush higher than the player stands, so the player has to jump up to touch the brush. In this way it appears that they can jump incredibly high at that location. The crates you see also have a shader applied to the box textures, surfaceparm nodamage. This allows the player to fall down the elevator shaft and land on the crates without killing themselves.

Ok, other than these nifty tips, I've now added my first sound into the map. Combined with a trigger even! Walk through the metal detector in the front of the lobby, and it sounds off! Cool. I'll be adding additional environmental sounds as necessary.

That's all for now, amd as always if you have questions I have answers.



07-15-2003
Today I have a screenshot for you of the lobby of main tower 1 (the big one).



I have finished the functionallity of the highway. You will be very pleased to play on it - it's a lot of fun.



07-14-2003
Hey I'm back. I had a long and exciting vacation. While I was gone, I had a bunch of free time, which I used drawing out the plans for ut_superman. I've come up with new ways to exploit different aspects of q3 and urt based on what I've done thus far in development. ut_superman will be all about having fun. I want to take and combine so many good features that are rarely used, turning them into a new style of play. This may only be my second map, but the intentions are grand. You can already see that just from the first release. Of course I am attempting fixing newbish problems before they begin. As a book I'm reading has stated, changes on paper are free, changes in development are very costly.



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