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Old August 25th, 2009   #1
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Default A small map of mine is almost finished...

So, my small map is so close to being done now, though some things are disrupting it from being 100% complete and shipped out for release.

Alrighty then, I'll make this short (because I usually make my posts as big as my ego... >_>). Some things that need being done:

1- I need to make my own fog like the Rift fog, only much denser, and I've no idea how to work these parm thingies... >_>

2- I need to figure out how to set this .mp3 to some sort of 44100 or whatever that number is for... Yeah, I forgot already... >_>

3- I also forgot how to take down the HUD for screenshots and how to put them back up afterward. EDIT: Got this down

So, if anyone can provide some help here, I'd be grateful.

Last edited by MooMooMonkey; August 25th, 2009 at 05:33 PM.
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Old August 25th, 2009   #2
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Default Re: A small map of mine is almost finished...

1) Copied from Q3 Shader manual
Spoiler:
3.4 fogparms <red value> <green value> <blue value> <distance to Opaque>
Note: you must also specify "surfaceparm fog" to cause q3map to identify the surfaces inside the volume. Fogparms only describes how to render the fog on the surfaces.
<red value> <green value> <blue value> These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena , divide the desired color's Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range.
<distance to opaque> This is the distance, in game units, until the fog becomes totally opaque, as measured from the point of view of the observer. By making the height of the fog brush shorter than the distance to opaque , the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs)..
  • The fog volume can only have one surface visible (from outside the fog).
  • Fog must be made of one brush. It cannot be made of adjacent brushes.
  • Fog brushes must be axial. This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).

Design Notes:
  • If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use.
  • If a room is to be filled completely with a fog volume, it can only be entered through one surface (and still have the fog function correctly).
  • Additional shader passes may be placed on a fog brush, as with other brushes.



Default Rift Fog
Spoiler:
textures/fogs/rift
{
qer_editorimage textures/fogs/fog.tga
qer_nocarve
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0 0.0901961 0.184314 ) 6277.0
}


Double density rift fog
Spoiler:
textures/fogs/DenseRift
{
qer_editorimage textures/fogs/fog.tga
qer_nocarve
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0 0.0901961 0.184314 ) 3132.0
}


2) 44100 hz (44.1khz) sampling rate. I use sony vegas for this (video editor) but it can also save as MP3 and you can specify sampling rate. There are a ton of audio editing programs. Though i've never tried it, I hear audacity would work.
Audacity: Free Audio Editor and Recorder

When you save it remember 44100 KHZ. The bitrate dosn't matter, but go with 128kbps. If its a huge song and you really are wanting a small .pk3 you can go with 96kbps. Stereo/mono shouldnt matter for the music track, so go with stereo. (if there is some option between joint stereo/stereo, I think just pick normal "stereo".) If you get any errors regarding stereo/mono then obviously use the other setting.

3) cg_draw2d
set it to 0 before taking screenshot, then turn it back to 1 after you are done. if for some reason your screenshot is in a really dark place you can do screenshot_tga and it wont use compression that might make it lower quality looking. the /levelshot command also would work, but ive never used that.

Last edited by loda; August 25th, 2009 at 05:31 PM.
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Old August 25th, 2009   #3
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Default Re: A small map of mine is almost finished...

textures/fogs/rift
{
qer_editorimage textures/fogs/fog.tga
qer_nocarve
surfaceparm nonsolid
surfaceparm nonopaque
surfaceparm fog
surfaceparm trans
q3map_nolightmap
fogparms ( 0 0.0901961 0.184314 ) 6277.0
}

the last line is what determines how the fog looks, (r g b) fade distance
just stick this in your shader file and it should work.


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Old August 25th, 2009   #4
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Default Re: A small map of mine is almost finished...

first of all im a beginner mapper so i can't help you with the fog :/

what i can help you with is the music, if you want to get it to 44100,then ur music will increase the rate of playing or the music will slow down.wich will probaly increase the rate of playing.the sounds wont be like on ur original music.so if you want still to convert ur music use Goldwave <----- just google it.i still recommened you thought searching for music with 44100 format already in it,because if you format ur file to 44100 the music really sucks to be honest.its simple to use go to gold wave open the file and then save as. then choose the HZ at the bottom.if im correct you will need 44100 hz 128kb stereo. and then your done, i hope i helped you a bit



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Old August 25th, 2009   #5
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Default Re: A small map of mine is almost finished...

Quote:
Originally Posted by klorrel View Post
what i can help you with is the music, if you want to get it to 44100,then ur music will increase the rate of playing or the music will slow down.wich will probaly increase the rate of playing.the sounds wont be like on ur original music.
Umm, i've done a lot of audio transcoding and sampling rate has NEVER changed the playback rate of the output file. I just did a test convert to be sure (44khz to 22khz) and the playback rate/pitch was not affected, just tone quality.
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Old August 25th, 2009   #6
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Default Re: A small map of mine is almost finished...

Well, I've tried using WavePad before posting this for that, and I just now found the little parts to convert it over. The problem with the music now is that the game crashes whenever all of the settings are in the correct areas and I load up the map.

And the 'fade distance' with the fog is exactly what I needed to know. =D
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Old August 26th, 2009   #7
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Default Re: A small map of mine is almost finished...

Okay, so I've got everything done. All except my new music problem... At the correct settings with the 'stereo and 44100 hz' thing, the game crashes whenever it loads the map, and I'm not sure why. With the music at different settings, specifically the 'hz' thing, it simply states that the .mp3 is not at the specified sample rate and will not load. I'm kind of stuck here, and the music is kind of crucial to the main idea of the map... =_=
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Old August 26th, 2009   #8
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Default Re: A small map of mine is almost finished...

Audacity uses the correct format for JA by default. Try using that to save your MP3, see if it helps.

About the crashing, that would require an in-depth check. What all did you add before it started crashing?
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Old August 26th, 2009   #9
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Default Re: A small map of mine is almost finished...

I'll try that, then! =D
The .mp3. Trust me, I test almost constantly. If I add any small touches, I compile/add into the .pk3/etc. and check it out. And like I said, I tested it with all sorts of settings to see if it was just that, and it is.
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Old August 26th, 2009   #10
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Default Re: A small map of mine is almost finished...

Gah, now I can't seem to get it to 'stereo' with Audacity, and when I try setting it with Wavepad after using Audacity, it just goes back to the way it already was... XP Is there a way to set it to 'stereo' with Audacity, because I can't seem to figure that out?
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