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Messages - Jaeon

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1
Q2 Training Camp / Jaeon Q2 map pak
« on: March 09, 2021, 04:45:40 PM »
http://www.jaeon.org/Quake2/Jaeon.html

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Title                   : Jaeon
Filename                : jaeon.rar
Author                  : Jaeon
Email Address           :
Homepage      :
Description


You are the last Marine. All the others in your company are dead or insane.
That's the consequence of landing on Stroggo's largest moon Jaeon. Who programs the guidance system anyhow? 
You have been boxed for transfer to the Strogg mines but they didn't check your crotch for a blaster and
before the purple light drives you to insanity you are going to make a break. Go now and be quick.

This pak consists of three levels: Ahumado, E Clyde and AgX.  Ahumado is all new.
It is small, it's purpose was to reaquaint myself with Trenchbroom. E Clyde is a
rework of a Quake 1 map which was a rework of a Doom map both of which are my creations.
AgX is a rework of my 1997 Quake 1 map made with QED.


Additional Credits to: s3thra and his "Setting up Trenchbroom in WIndows to create and compile Quake II maps
https://quake.blog/trenchbroom-windows-setup-tutorial.html

Trenchbroom creator and all that did tutorials

All the tutorials at http://tastyspleen.net/~panjoo/rust/quake2tutorials.html

The creators of the BSP editor



                          * Play Information *

Single Player           : Yes
Cooperative             : No
Deathmatch              : No
Difficulty
Settings                : Yes easy and hard

         

                            * Construction *

Base                    : New level from scratch
Editor used             : Trenchbroom and BSP
Build Time              : Twelve weeks
Known Bugs              : Play tested with yQuake and Quake2XP. No crashes. Using kmQuake or Quake 2 the pak craps entering Map two. Dunno why

************************** Other Info ******************************




Unzip into the yquake folder
Launch yQuake, go to the console and type: game jaeon then map one





Dateline da UP

Tired of working on this. There are other things to do and I could diddle with it for a month yet.

There are no issues running the pak using yQuake or Quake2xp. Quake 2 and kmQuake barf on the second map.  Maybe one day I will track down the error but I have not the desire now.

There is a new sound and several new textures. I also used textures that were part of the QED editor from Matt Tagliaferri.

Link up later tonight or tomorrow




2
Q2 Training Camp / phong - Trenchbroom - Arghrad Revisted
« on: March 06, 2021, 03:35:50 PM »
My pak is about done and before I finished I revisited phong shading.  As pointed out to me in this form the directions are out there which I tried but it was giving me no joy. I did find this

"Using Phong Shading

ArghRad implements Phong shading on a per-surface basis. To use it, give the desired surface a light value, but do not set the light flag. This value acts like a "curve ID tag". When it lights that face, it will smooth together the lighting with any touching faces that share the same "ID tag" light value. Two touching surfaces can belong to two different curves simply by using different tag values."

The key is per surface.  I selected one surface (1st image) and gave it a light flag and no light value. I applied that surface's properties to each surface on that pipe bend. When the surfaces are well lit it appears blended OK but out of direct light it looks  unphonged. (2nd image)

The third image is no phong at all

3
Q2 Training Camp / Re: phong in Quake 2
« on: March 06, 2021, 09:50:00 AM »
"making a joke" The excuse of a generation for bad behavior

4
Q2 Training Camp / Trouble importing new textures into Q2
« on: February 07, 2021, 12:40:15 PM »
Using Wally on Win 10 I have been unable to create a graphic that I can use in Trenchbroom. I have looked all over to find help and there is some out there but it hasn't helped me produce results.  Using GIMP I have converted an image to the Quake 2 palate but that was not my problem. Any tips out there to guide me along?
 

Thanks

5
Q2 Training Camp / Re: phong in Quake 2
« on: January 23, 2021, 07:53:39 PM »
Unhappy and angry people are generally mean as well. Being helpful is a positive. If you tried it your life could change.

Uh...

And being an asshole when I'm just making a joke is still just being an asshole. Because... I'm a guy, and guys have a penis. So when I say your avatar makes my pussy dry, obviously I'm making an absurd statement expressing how jarringly and comically not attractive your crossdressing man-person in your avatar is. Does that help?

One more point before I go...

I have many things I do during the day and only so much time for this.... If what you posted is all you have then it's wrong.  Thank you for the reply and I would have got back to you on my schedule not yours

And being an asshole when someone is TRYING to be helpful is still just being an asshole.

Seriously, I don't know why he bothered continuing to try to help you after that, cupcake.

But like you advised...

Being helpful is a positive. If you tried it your life could change.

Okay. Hope this helps change your life.


https://www.youtube.com/watch?v=kOHCtQfFn7E


Whoa

6
Q2 Training Camp / Re: phong in Quake 2
« on: January 21, 2021, 11:04:32 AM »

@Jaeon,
the statement you quoted was not addressed to you, it was for focalor .... lol  :D

And mine was at jaeon. :peaock: :lolsign:

Unhappy and angry people are generally mean as well. Being helpful is a positive. If you tried it your life could change.

Pictured is Tom Lester who played Eb Dawson on the 60's sitcom "Green Acres" Eb takes a correspondence course. This picture and the show makes me laugh.

7
Q2 Training Camp / Re: phong in Quake 2
« on: January 21, 2021, 10:07:10 AM »
@Focalor :  ok, sorry then.    :oksign:

@Jaeon : yep, quark is a great tool. a bit buggy maybe, but you can deal with that. the concept of the *quark - explorer* to organize your files, the convenient texture browser, the shape builder macros and other stuff makes this a useable program to create maps.

 :rockon:

It's the bugs that kill it. They are not small or few. And I like learning editors almost as much as I like making maps.

8
Q2 Training Camp / Re: phong in Quake 2
« on: January 20, 2021, 05:27:04 PM »

:(

unfortunately I'm not familiar with Trenchbroom or the others, I use QuArC.
can't tell you about editing FGD files.

If you mean Quark I have used that extensively. It is a good editor

9
Q2 Training Camp / Re: phong in Quake 2
« on: January 20, 2021, 08:29:20 AM »

give the surfaces a light value (not important which, but the same for all brushes that belong together),
but do not set the light flag !

this should tell arghrad to use phong - shading.

I did find this:

"It features phong shading, emitting light from brush entities, more realistic directional sunlight, special checking in order to prevent light "bleeding" through solids etc.

Hammer/J.A.C.K./Sledge and Trenchbroom users: this will require a modified FGD file. Add keyvalues manually until then, or edit your own"

Which I don't understand

10
Q2 Training Camp / Re: phong in Quake 2
« on: January 20, 2021, 06:37:18 AM »

@Jaeon,
the statement you quoted was not addressed to you, it was for focalor .... lol  :D

so phong shading didn't work for you ?
the arghrad - readme says :

ArghRad can use phong shading to simulate curved surfaces.  This
option is assigned to individual faces.  To make ArghRad use phong
shading on a face, give it a light value, but do NOT set the light
flag.  That face will be smoothed together with all touching faces
that have the same value.  Think of this value as a "curve ID tag".
Try to use unique values for unconnected curves because that will
speed up compiling.

as I told you .....
maybe you overlooked something ?
that's all I can tell.

have a nice day m8 !


Thanks for the clarifier. ArghRad needs something more. I compared phong in Q1 and Q2 on the same surface. Thanks!!


11
Q2 Training Camp / Re: phong in Quake 2
« on: January 19, 2021, 05:53:33 PM »

 :bananaw00t:

you're welcome ! too bad I can't help you with this .....

 :yessign:

I have many things I do during the day and only so much time for this. Nothing in your post was helpful. I tried what you suggested and it did not work in any way, shape or form that I tried it. If you have more specific info please share it. You should not assume prior knowledge of a topic when you are giving help. Being as specific as you can is always a good thing. If what you posted is all you have then it's wrong.  Thank you for the reply and I would have got back to you on my schedule not yours

12
Q2 Training Camp / phong in Quake 2
« on: January 17, 2021, 08:43:21 AM »
I use Trenchbroom for editing. In Quake 1 I can make a brush func_detail then as an entity I can create a property "_phong" and assign a value. In Quake 2 I cannot assign  func_detail to a brush. Thus I cannot use phong in a similar manner. I use arghrad for light which supports phong. Does anyone know how to assign phong in TB in Q2 with arghrad? Thanks

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