Author Topic: Any good Q2 PSX map references?  (Read 32757 times)

Offline themuffinman

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Re: Any good Q2 PSX map references?
« Reply #90 on: August 20, 2011, 01:38:59 AM »
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Offline themuffinman

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Re: Any good Q2 PSX map references?
« Reply #91 on: August 20, 2011, 01:40:09 AM »
Sounds like a plan. I might even convert one of the maps over to Q3 for the heck of it, whichever one has the best layout or play as far as PC gameplay goes.

Hydraphobia B2:
http://dl.dropbox.com/u/27277779/q2ps9bb.qkm

Improved lighting (now takes more advantage of ArghRad`s sun capabilities) as well as ambient sounds and the intermission.



Shaft (q2ps8) up next! :grinelectric:

Did you upload the source file instead of the bsp on purpose? :D
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #92 on: August 20, 2011, 02:44:05 AM »


is beautiful :o

cant wait for a good playable version to screw around with...
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Offline EmeraldTiger

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Re: Any good Q2 PSX map references?
« Reply #93 on: August 20, 2011, 11:30:10 AM »
Oops... my bad. :D I fixed it now.

BTW, that Blood Run remake looks smexy! Can`t wait to try it out. You should tell ztn about it and see what his reaction is. ;)
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Offline adz1La

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Re: Any good Q2 PSX map references?
« Reply #94 on: August 20, 2011, 02:56:30 PM »
daaaamn a good blood run remake...sick
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #95 on: August 20, 2011, 03:02:13 PM »
play is more important than looks though :) problem with the existing ones is scaling is horrid and so they play bad :( hopefully ya nail it

wouldnt mind testing a couple versions to see how the play is from a 1v1 players pov
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Offline themuffinman

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Re: Any good Q2 PSX map references?
« Reply #96 on: August 21, 2011, 01:41:52 AM »
Oops... my bad. :D I fixed it now.

BTW, that Blood Run remake looks smexy! Can`t wait to try it out. You should tell ztn about it and see what his reaction is. ;)

Well the only contact details I have of his is his Planet Quake email address, but considering how the majority of the site was removed I doubt the emails work anymore either, and if they do I doubt he still checks his email there.

play is more important than looks though :) problem with the existing ones is scaling is horrid and so they play bad :( hopefully ya nail it

wouldnt mind testing a couple versions to see how the play is from a 1v1 players pov

I don't see anything wrong with the scaling in Q1/QW or Q3/QL. Both generations fit the physics and game styles perfectly imo. But like Q1's scaling is very different to Q3's, this version will be very different to both of them as well. I took Q3's version, scaled it to about .85 x .85 x .95, did a rounded-off trace of it, adjusted it a bit more and now I'm satisfied with the resulting structure but I'll see what other think of it when I release the beta soon. It's mostly just the quad room that needs finishing off, a couple of leaks fixing, some lighting and a few doorways that need doing. I'm planning to release 3 versions like in Q3 - dm, high octane, and tourney.

It does feel a little 'squashed' though, but once you look past that I'm sure people will realise that the scaling differences make it far more playable in Q2... hell, it feels like a Q2 map imo as it's more cramped. The main difference is the vertical difference in the bottom half of the map. In Q3 for instance, the difference between the atrium floor and the GL platform is 384 units - over here it is 288 - 25% shorter. This helps accommodate Q2's slower projectiles and smaller rocket knockback. It also obviously makes the map play faster.

Does any mapper here know how to make Q2's area portals work like they do in Q3? Q3 calculates which neighbouring portals should be visible and draws their contents, in Q2 it seems it doesn't draw the portal until you're in it.

And if Quadz or some other server host is reading this, how do you customise a map's item layout like some servers do?
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #97 on: August 21, 2011, 01:55:02 AM »
i didnt mean the scaling on the qw version and the q3 version :) imo they both nailed it...

quake2 already has 2 blood run attempts, and both are piss poor :/ one looks like it was thrown together in a couple hours and it plays like it too... the other is almost a direct copy of the quakeworld version and the hallways are far too small and stuff making it play pretty spammy and not as fun as it could be...
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Offline themuffinman

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Offline EmeraldTiger

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Re: Any good Q2 PSX map references?
« Reply #99 on: August 21, 2011, 07:58:04 PM »
@themuffinman: Checked it out, great job - very well scaled and manages to capture the look and feel of the original whilst still keeping the Q2 style.

In working on The Shaft, I encountered a problem. Apparently, I discovered one place where a really thin wall is used, actually completely flat. It`s a grate wall in the SSG room near the fan, (with the green lighting / texturing) which also happens to share another surface with a grate below the RG. From my deductions, then, it appears that the PSX version of Quake II is capable of having flat walls, or perhaps even curve / patch support. (although that latter claim may be a bit far-fetched) I tried playing around with the yellow "SKIP" texture and applying it to a few surfaces to simulate the effect, but it said "mixed surface parms" and just took out the entire brush. Is there a way to simulate a completely flat wall in Q2? I`m sure there is, but I`m just not sure how to go about doing it.

Thanks in advance.
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Offline X7

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Offline themuffinman

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Re: Any good Q2 PSX map references?
« Reply #101 on: August 22, 2011, 12:36:11 AM »
@themuffinman: Checked it out, great job - very well scaled and manages to capture the look and feel of the original whilst still keeping the Q2 style.

In working on The Shaft, I encountered a problem. Apparently, I discovered one place where a really thin wall is used, actually completely flat. It`s a grate wall in the SSG room near the fan, (with the green lighting / texturing) which also happens to share another surface with a grate below the RG. From my deductions, then, it appears that the PSX version of Quake II is capable of having flat walls, or perhaps even curve / patch support. (although that latter claim may be a bit far-fetched) I tried playing around with the yellow "SKIP" texture and applying it to a few surfaces to simulate the effect, but it said "mixed surface parms" and just took out the entire brush. Is there a way to simulate a completely flat wall in Q2? I`m sure there is, but I`m just not sure how to go about doing it.

Thanks in advance.

So a one-unit thick brush won't do? Well I think that PSX Q2 BSP has brush primitive texture mapping support since in certain places (eg: ramped doorways in Mainframe) have naturalised texture mapping, but I don't know about patch mesh support though.
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Offline EmeraldTiger

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Re: Any good Q2 PSX map references?
« Reply #102 on: September 04, 2011, 06:46:54 PM »
I`m going to release Shaft soon, but I`m having some problems, which I`d like to fix before I reveal it to the public gaze. They are shown in screenshots below:


Diagonal walls and id tech 2 lighting just don`t seem to mix. I wonder if there is some compiler setting that can solve this. I tried using the light surface setting but it still looked pretty awful.


A parade of dark circles marches across a diagonal brush, with a crack between the faces standing alongside.


The weird thing is that these specific dark shadows in this room sometimes end up "fixing" themselves during one compile, then they come back in a recompile even if no light sources are changed near that location.

Thanks for any help in advance.
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Offline EmeraldTiger

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Re: Any good Q2 PSX map references?
« Reply #103 on: September 07, 2011, 08:07:30 PM »
Bump ^ request for help above
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Offline X7

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Re: Any good Q2 PSX map references?
« Reply #104 on: September 07, 2011, 10:46:05 PM »
try setting these:

-bounce xx    : Bounce determines the amount of times a light will bounce. By default bounce is 8, after about 38 or 40 it does not make a difference.

-chop xx    :Fast light testing, setting it to -128 will give 1/4 the number of patches to calculate but will result in the loss of "light detail" but be around 4 times as fast (guessing). Another use of it is for a large level with a lot of surface area. Looking in the code it has this "#define MAX_PATCHES 65000 // larger will cause 32 bit overflows" A level I was playing around with, caused an error in qrad "to many patches" or something like that, so I tried -chop 128, and this reduced the number of patches that qrad has to calculate and all was fine. Default 64


source info - http://webcache.googleusercontent.com/search?q=cache:aGO3IpXcyegJ:files.volved.com/qsr/qoole250_cd/rust/tutorials/utilities/utilities.html+quake+2+light+compile+bounce&cd=1&hl=en&ct=clnk&gl=us&client=firefox-a



also see where the tris lines are at.

in console:
gl_ext_multitexture 0
vid_restart
gl_showtris 1

alias bind I use.

alias tris0 "gl_ext_multitexture 0;   bind s tris1; wait; echo gl_ext_multitexture 0"
alias tris1 "vid_restart;       bind s tris2; wait; echo vid_restart"
alias tris2 "gl_showtris 1;       bind s tris3; wait; echo gl_showtris 1"
alias tris3 "toggle gl_showtris;   bind s tris4; wait; echo gl_showtris OFF"
alias tris4 "toggle gl_showtris;   bind s tris3; wait; echo gl_showtris ON"
bind s "tris0"










X7  :ubershock:
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