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Whoops! Last 3 pond updates weren't visible! Sorry about that!
Picked up Quake 4 for the first time in a week. Damn that's a fun game. My laptop has been
eating up all my time as I attempt to load FreeBSD on it... more like configure it to my
specifications. Once solid, I plan on loading GtkRadiant on it. The whole install process
has been a struggle, and I'm starting to consider a linux distro. We'll see how things pan
out.
Traffic has been picking up at FSK405's public server! Go play a game, come for the action
stay for the socializing. Grab TeamSpeak2 and connect to fsk405.org. Visit
kickassctf.com and get ready to rumble, Dierth
has his scope on you. :)
Bought a new toy... got a laptop. Spent the whole night a so far a good chunk of today
attempting to install freebsd with some sort of gui. Not easy. It's about time I get
portable though.
I've paused work on q3_railtest. Waiting for digismack to get back to me with some info.
I'll probably start more work on superman, maybe dabble in q4 dev too. Still haven't
finished single player! Amazing... suppose I'm savoring it some. :) That's all for now.
I picked up Quake 4 on Tuesday. Needless to say it's dominated my non-work time. Sort of
a review for youz... It's everything I could have asked for in a single player Quake game
and more. It's squeezed the disappointment of Doom3 out of my mind. Actually I'm realizing
what a fully staffed team can really do. Id Software is only a couple dozen people. Raven
Software is much larger. It shows, with the sprawling maps, excellent artwork, and more
importantly a matured and well used second generation Doom 3 engine.
I really want to see what this game looks like on some strong hardware. Even in 640x480
it's still beautiful. Some really nice additions: constant chatter, talking, radio chatter,
battle chatter... there's a lot of vocals. You have squadmates most of the time. You're no
supersoldier with special abilities, you're just as good as your squadmates, backing them
up and they're backing you up. The vehicles are fun, and constant missions keep the direction
of the game moving.
A major point I must make is that the game is intense. It's not scary. Some parts are really
eerie and chilling. The action is nearly non-stop. There's no Doom3 cheese with creatures
jumping out at you, or running up behind you, or "I bought this new videocard just to
render darkness??". More info to come.
What's development without tools? The tools I speak of is none other than the
very hardware that drives the games I play. The PC and it's guts. It beginning
to be time to start researching my next generation machine. To give you an idea
of what kind of time, work, research, and dedication I have to this project, I'll
give you comparisons of what I've done to what I'm going to do. Again.
I built my current machine, designated Phoenix Omega, with Doom3 in mind. D3 had not
even been officially announced and the only real information on it's existance was
an unnamed GeForce3 demo at a Mac convention. My determination was to build a machine
that would perform fully to my expectations for 3 years and would be capable of
playing a game that was generations away. All for the most reasonable price. I'm
not asking for much am I?
That's what I did. It took me a couple months of reseach on each individual component,
sometimes spending a whole day dedicated to a single component. Simply spending big
bucks on the bestest piece of hardware available was out of the question. Strategy
was key. All this has to do with the next of kin in the Phoenix family.
I expect to begin building towards February. My current machine will then be 4 years
old. Price strategy is February should be a sweet spot for falling prices. The newest
hardware will probably be released, pushing 2nd gen prices down. Waiting can suck,
but so can paying way too much for inferiour hardware.
Steadily working on q3_railtest. Couple of nice screenies for you.
I spent yet more time on the fire because I still wasn't satisfied. I've used a q3map_cloneshader
on the blue flame to allow once-through blending into itself on the inside of the flame, but
no blending into the background. With this I acheived the dark blue flame I wanted, and the orange
surrounding flame worked right in. I believe I'm done completely with the flame, it looks good. :)
Now I'm trying to create the front of the ship. Where's my imagination and talent for building
interesting structures...? It takes me a lot of time. Sorry Digismack, didn't realize
this would take so friggin long. It's also that I put myself on a time
crunch because I want to see what I'd do in a real world situation having a deadline.
I don't believe I'd survive in a real level designer position. However with the help of a
concept artist I bet that would alieviate a lot of the problems I'm having. Random thoughts
for tonight.
Haven't posted a screenshot of anything in a while! Well here's a change of pace. This is an
early screeny of the map I'm working on for FragArcade. More to come.
Oh... and some other news, not good news. Shaderlab has closed shop on the shadermanual. That's
a terrible shame for all Quake3 based level development. Why ydnar, why?
Ok so that whole hurricane thing turned out to be a non-issue. Finally starting to get things
back in order. Going back through my fragarcade map, I've effectively scrapped most of what
I had minus the cool-as-hell flame and started rebuilding. I had been working on a base of
crappy design, mostly test stuff I continued to build onto. Again, another project that was
supposed to be quick-n-easy gone full blown all out.
I've taken some influence from a 16-bit game I have called Raiden Trad 2. It's an overhead
shooter with a lot of detail and art. The problem for me has been a lack of material to work
with to make this map. You may or may not know that the Matrix has had a significant amount
of influence on the superman maps. When I find a resource I can tap into, everything seems
to come together. Other events have been pulling me away from retaining any kind of focus
on these maps, so the more material I have the better.
If you've noticed, there's a large hurricane heading towards texas. In fact, the eye will probably
pass right over Austin. Would you know it, I live in Austin! Amazing! However I've been assigned
to fly to Chicago for backup operations for my work. The pond may or may not be online this weekend
depending on how power holds out. I'll be seeing youz later. Tis a shame I won't be able to
stick around for the worst... I mean really, how're you supposed to recreate the real thing
if you don't know what the real thing really is? :)
With the slow transition to digitalamusement.net, I've now created a wilyduck directory, which
you can see in the pond. Currently it has my new ride posted. I'll put stuff in there that
relates to me or whatever non gamedev stuff I feel like wasting your internet bandwidth on.
I'm also cleaning up the pond a bit, putting the maps into a new dir called maps. Not sure what
to do with the archives yet, guess I'll leave em alone for now. Pictures of me are always
entertaining, at my own expense. Try my punchman game, it's old but mindless fun. Yes it's an
exe but not laden I promise. Time to delete that urt-to-et port log. Thanks again SID. Those demos
are old so they're toast too. My resume stays, which is one way you can learn way too much about
me over the net.
Should get to some work here. Feeling slightly productive, not really creative tonight though.
Actually now that I'm thinking about it, one of the things that keeps the pond from being a blog
is the fact that I talk about myself only minimally, hardly my personal life. Perhaps I'll put
more of that into my wilyduck section. Bleh, I like the pond. :)
Whew long break. The post-quakecon winddown has gotten to me I believe, plus a couple other
ongoing events. I'm feeling the motivation return, finding inspiration to complete my map for
FragArcade, thinking and looking out of more inspiration for superman. Downtown Austin seems to
be another great place to find good buildings to hop around from. Another thing I'm going to
work on is the level of detail for the buildings. I want towers to look good, be it architectually
or with some shadering, whatever it takes to make you feel even more sucked in. Quake4 is coming
out soon, plus Christmas coming up. Systems should be able to handle the punishment I'm ready
to administer to your video card. Real Men render with calculators, not video cards!!! :)
Back from vacation. Really nothing new to tell... first time I've had freetime in over
a week. The plane trip back yesterday was a helluva fiasco, taking about 4 times as long to
fly from green bay to austin as intended. These things happen I suppose.
I've been working on the conceptual part of my map in my thinking time. I wish I was better
at conceptual design, always been better at reactive design. That, in my mind, makes me a poor
level designer. Not to say I'm a bad level designer, it's that I have a hard time bringing
forth the ideas in my mind into tangible things. I've done art in the past, and all my best
work was other art I reproduced by hand. I like art, in many forms. Some forms may be a bit
weird, like say machinery for example, but my idea of art is expansive. Including level
design/mapping.
To all you out there in the shadows that come to the pond for purposes unknown, I hope
I give you something worthwhile everytime you end up here.
-wily duck
I've been working on a map for fragarcade, came up with some realtime concepts. Been spending
a while working on shaders and techniques. I've realized that mapping for q3 is a bit harder
than Urban Terror. Twentyseven must have spent some quality time fixing certain things up
to clean up various q3 nuancies. There's been problems I've run into that wouldn't have happened
in urt, but I've managed to get around them all thus far.
Took a break from it all last night, and tonight I am almost no longer hung over. btw if you
try my test page below and it renders weird, hit F5 to refresh and it'll line up correctly.
I've got my quakecon movies up in the qcon2005 section, so check that out if you want. Be
sure to read the readme.txt. That wraps it up for tonight, catch you later.
I'm working on a new homepage for digitalamusement.net. For the uninformed, I'm moving the gamedev/pond
site here over there. This is the first layout I've come up with, check it out.
Haven't really touched any media today, nor have I touched urt.net. Feels kinda good. Lots to
work on. Three day weekends turn into a few hours, and it's over... got to get to work. Let
me know your opinions on the first concept homepage.
Spending a bunch of time tonight sorting and converting my quakecon movie files. While doing so,
I found images that were not put up. After a reassessment, I have to go back and redo all my
images, and update the code that named them. Not fun, but necessary. Still going through
Post Quakecon Fatigue, probably will until the weekend.
I should probably clear up something. Although I am intending on leaving Urban Terror level
design, that does not mean that q3 or urban terror are not great games to map for. In fact,
I got exactly what I wanted out of urt level design - a stepping stone to the next big thing,
which I thought was going to be Doom3 - instead it's Quake4 (same difference really just with
more features).
Not much else going on tonight. Just thinking about the future and what to do with it.
Whew... finally got the pics online and ready! Go HERE
to check out the 2d version of some quakecon moments. Still working on the movies portion. That's
going to take some time so be patient. I'll start doing write-ups of my adventures soon. Still
way tired tonight and possibly have a cold now... body must have broke down, either that or
wading through all the crap in the byoc for teardown got me. :)
So much to do. Fortunately I got right to unpacking last night before I crashed. Yeah the week
really was intense. Sleep was hard to come by - too much going on for that.
My official announcement: after the next, and last, release of superman, I'm done mapping
for urban terror. The only thing left on my plate is temple2, but it's simply not worth
the time and effort to finish. I'll gladly hand down my current work to anyone that wishes
to continue it. Next will be level design for Quake4 and ET:Quake Wars. There's also a pending
proposition from digismack involving frag arcade to
do some level design work there. More on that later. I've made this decision because of my
views on urban terror, it's current status and it's foreseeable future, and due to the way
Silicon Ice/Frozen Sand has treated its community over the past year. To tell you the truth,
although I like level design a lot, the business of gaming is becoming a bit more attractive
to me. That's something which will come in time though. For now, I finish the final superman,
then begin my wily ways with the quake4 engine (starting with some doom3 training).
Quakecon was a blast, like a rapid-fire rocket launcher. It was great to meet familiar people
and a bunch of new people. Unfortunately my level designers conference never happened. There
was miscommunication, and the powers that be put the lid on the event. It was possible to have
it approved and scheduled later in the week, but the next day I told them not to worry about
it. Too much else going on and no need for more confusion. Everyone involved was very cool,
respectful, and retained an open mind. It was disappointing that the LDC didn't happen, but
the plan is for next year to hold it. I'll work on that this year.
So when does planning for quakecon2006 start? Already has. And will continue all year round.
Almost hard to imagine... are you thinking about quakecon after thanksgiving? middle of january?
two months from now? let alone seriously planning and coordinating events, sponsors, capacity,
rates, exchanging agreements, databases, programming, etc?? yikes! But this is what it takes.
The end result is quite worth the effort.
Still more to do to catch you up on this year's events. As mentioned, ssh and ftp was shut down from
the lan so there was no good way to get updates here in a timely fashion. Connection from my
bro's laptop in the room was ok, but it ssh would drop often. Perhaps a PDA would help, being
able to record in realtime and d/l the info quickly. First I need a laptop. :) Til tomorrow!
btw one quick sidenote, there's more quakecon pics here
which have some good visuals as to how things happen there.
Back home and now I can make some updates!
Tonight will be short because I'm really tired and beat. For tonight I'll get all pictures
in the pond, then the movies will get up there soon. This quakecon was absolutely the best
so far. Yeah I'm definitely tired, trying to write what I want to say and I'm just spacing.
Anyway check out the pond. I intend to do some labeling, thumbnails, and all that sexy shit
asap. GG quakecon!
Well I've been lacking updates... been having a great time. Between my bro
and myself, we've got a large amount of footage and pics. I'm working on
catagorizing the footage and editing out my blundering drunken quips - I
mean our intriguing interviews (well actually there are a couple of good
ones). Check the pond link to the left, quakecon205 has current material...
well whatever I've uploaded thus far which has only been the first day. Other
problem is that I can't ssh through the byoc lan, so updates are sparse.
Either way, if you want to find me, I'm the second pylon support thingy
behind the info desk, directly to the right of it when facing the info booth.
Stop by sometime! Already me some interesting and amusing people there.
We now have a time for the level designers' workshop. Thursday, 1PM, front
of the BYOC, left of the main doors where nvidia was last year.
Yeah we're down here in Grapevine having a great time. So far, here's what's
happened:
- I got out of a 81 in a 65mph zone with a warning
- Picked up bro from airport after running (literally) laps around DFW in a frenzy
- Since we got to the hotel a day early, didn't have to deal with the qcon arival surge
- Within 10 minutes of getting our stuff in our room, we had a full LAN w/ 2 machines, VOIP service, printer, and speakers (cause music is just as much a part of the LAN)
- Hit Fry's for some needed components
- Ate like DAMN PIGS at Ritzys, a fine place to grub down the way from the hotel
- Mingled with familiar and new faces abound
Everything has gone quite smoothly since we've been here. As you see
Spicey came through for us and the LDC will be happening tomorrow! I've got
some material to finish up before the day is up, then I'll be ready to go.
Keeping ya updated!
The interview with Xan, winner of the "Find the superman logo" contest!
How long have you been playing superman? What's your thoughts on the map?
I've been playing superman for about 4 months or so. The first time I played the map was on the WildCardz 24/7 server, and like someone told me "you either love it or you hate it". You can definitely tell the ones who love it, they are on everyday almost all day. It's very addictive, there's no other map like it.
How long have you played Urban Terror? What are your favorite maps?
I've been playing Urban Terror for about a year, off and on. As for my favorite maps, superman is so fun all the other maps don't hold my attention for very long anymore. I like (but rarely ever play) casa, uptown, and i'm sure there's a few others I can't think of.
Anything that you would like to see in the next superman version?
I love the map as it is. I like your plans for the next version like closing off the garage, more buildings, and did I hear something about a river? I don't know... Whatever you do i'm sure it's just gonna make the map even more awesome.
Any final thoughts to the urban terrorists out there?
Special thanks to WildCardz for hosting such an awesome map 24/7, Mr. White, and to everybody else, keep it real.
And the moment you've been waiting for:

And there you have it. I built that into the map. Have you found the wily duck logo yet? Check
the hotel 2nd floor... easter eggs are fun. I'll see how I'll add more into the next superman
version.
Keep up with the pond on quakecon coverage. I'll be reporting locations and events when I can.
I'll see you there, or hope to hear from ya! It's always great talking with people, getting
the lowdown on gaming and having a good time. See you soon!
btw if you don't see anymore pond updates after next Friday, it's because FSK405|Dierth mauled
me after the superman logo was revealed. :)
The "find the superman logo" contest is over! It's been found and proven by Xan, with help from Mr. White.
As a prize, I've done a little interview with Xan, which I will post later tonight with the winning screenshot.
The last hint of the "find the superman logo contest!". Many have tried, none have succeeded.
There's been a few hits on the location by various players, but no one has been able to bring
me hard evidence. If you want to be the winner, you must get me a screenshot! As mentioned
in hint #4... you can only see the logo from one spot. Let me clarify that with a freebee,
you can see the logo in it's true shape from only one spot. The final hint!
Hint number 1... if the superman were to miss his own logo upon flight, his doom would be
imminent.
Oh I like that one! Guys I've let the cat out of the bag on my secret project I've been working
on for quakecon2005. I'm going to be hosting a beginner's level design session! Your favorite
"damn he's wily!" duck will be giving spongy minds the lowdown on how to get geared up for the
everest of climbing with map making. I've got a
thread
going on in the quakecon.org forums which will track the event. To see the itinerary of topics
I'll be discussing, check this page
out! For anyone that can make it, please do!!! I'll have a giveaway or two, and possibly do
a couple short one-on-one's afterwards to answer questions.
Unless you've been to a QuakeCon, you really can't fathom how epic the whole event is. Since my
first one in 2003, it's ThE yearly event that's on my mind all year around. I'll take a second
to clear up some misconceptions that most people I've talked to have about quakecon. It's not
a room full of greasy immature nerds playing Quake3 for 5 days straight. I will admit that there
are a short few who do match this stereotype (out of the what, 8000 people there throughout the
week?). It's a really social, friendly event with most attendees ranging in their mid-twenties
to mid-thirties. Lot of high-energy moments in the BYOC. Vendors and sponsors are welcomed instead
of brushed off as annoyances (hordes of giveaways and free stuff, very interactive with attendees).
You'll find Id Software employees blending into the crowd. Chilling around the hotel is a great
getaway from all the action (the gaylord resort is a damn city all of itself). Basically if you
find yourself bored at any time, it doesn't take much more than walking around to find something
interesting going on that you had no idea was happening. Of course there's the LAN, where gaming
and general mass consumption of bandwidth takes place. This is QuakeCon, in all it's glory.
I'll be attempting to update the pond during the week with anything interesting. From past
experience, those not attending are not nearly as interested as those there. Well pay attention,
haven't I made it obvious this is the place to be?? :) Show some love, drop a shoutout in the
pond!
Reglow - reverse glow
First word: finally! With help from $NulL, my "reglow" shader finally works!!! Ok, you need
to know the what's, why's, and how's, so here goes!
The image you see appears to be "normal". This is the best possible situation, because you'd
never think of the actual work involved to get this looking (and behaving) so clean. What's
going on here is both simple and complicated. As I defined it in #urbanmappers:
(FSK405|wily_duck) normal water brush, standard swirly blue shader as the waterbrush surface
(FSK405|wily_duck) using a backshader on the water surface shader to glow surfacelight to the ground, one can recolor the underwater brushes lightmap to create a more natural environment, and save shader passes using the lightmap as color overlay
(@FSK405|wily_duck) there are 4 brushes making up the basin
(@FSK405|wily_duck) with lightfilter, I'd have to apply the shader to each visible surface, in effect covering the whole surface top to bottom
(@FSK405|wily_duck) whereas with reglow the lightmap colors only what needs to be colored on the surface
(@FSK405|wily_duck) reglow gives control, lightfilter is a blanket
(@FSK405|wily_duck) 2 separate colored sections, one brush face. This means less texture memory, less shader passes, all while getting more detail with better fps
So what does any of this mean? The simple answer is that I can use the lightmap to change
the appearance of parts of brush surfaces without creating a new texture or shader. This
saves texture memory, pk3 file size, FPS, while giving us detail and control.
What the water surface shader is doing is actually two-fold. There's the surface shader,
then there's the undersurface shader. The surface shader is pretty normal, except that it
uses q3map_cloneshader to call the dependancy undershader. Also note that cloneshader
inherits the properties of the dependancy, such as q3map, surfaceparm, etc, but not shader
passes (i.e. map { }).
The undershader uses q3map_surfacelight and q3map_lightimage. The important part here is that it also
uses q3map_invert. This inverts the shader face, so now it faces the underside of the brush.
This causes the glow of surfacelight to point downward where we need it.
The shader combo gives the mapper ease of use. Simply apply the reglow shader to the brush surface,
and tweak the shader to your desire if you want.
Why is this useful??? Come on you haven't figured it out yet? ;) You get far more realistic
underwater lighting for no performance cost. Of course it's not completely free, you still
have to compile -light right? hehe. Also, on these surfaces, I reduced _lightmapscale to
something tiny like .125 which lined up the color edge. That's not necessary though. Also
radiosity can clean the edges up a bit too.
Possible downsides are that since it's the lightmap, having func_bobbing water might look
slightly out of place. And maybe longer compile times. I can't think of any more... yeah!
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Here's the shader:
// REGLOW SHADER
// Apply me to brush face! Reglow_assist shader handles the reverse surface.
textures/wilyduck_1/water_reglow
{
qer_editorimage textures/wilyduck_1/duck_water2.tga
qer_trans 0.5
q3map_cloneshader textures/wilyduck_1/water_reglow_assist
{
map textures/wilyduck_1/duck_water2.tga
blendfunc filter
tcMod scroll 0.01 0.1
}
{
map textures/wilyduck_1/duck_water2.tga
blendfunc add
tcMod turb 0 0.5 0.05 0.05
}
{
map $lightmap
blendfunc filter
}
}
// I reverse to become the inverted face. Go reglow! -wily_duck
textures/wilyduck_1/water_reglow_assist
{
surfaceparm nolightmap
surfaceparm nomarks
surfaceparm nonsolid
surfaceparm trans
q3map_lightimage textures/wilyduck_1/duck_water2.tga
q3map_surfacelight 1000
q3map_invert
{
map textures/wilyduck_1/duck_water2.tga
blendfunc filter
tcMod scroll 0.01 0.1
}
{
map textures/wilyduck_1/duck_water2.tga
blendfunc add
tcMod turb 0 0.5 0.05 0.05
}
{
map $lightmap
blendfunc filter
}
}
All in all, pretty damn slick! I've literally worked on figuring this puzzle out for almost
a full week's worth of time. Null came through with some ideas, and in the end it works great!
I've got some other similar lightmap tricks I'm intending to use in superman_b4. I recommend
using the reglow shader because of it's simplicity and functionallity. Another clever quake3
hack by a wily duck!
:V
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