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New Q1SP: Temple Of Quake By Esrael
Since Spirit is even more useless than I am, this is now up on Quaketastic: Temple of Quake, a new SP and DM level by Esrael.

An around medium-sized runic temple with a graveyard surrounded by rocks. It is somewhat unique in that the level can be finished fairly quickly, but in order to visit all areas and get better equipment it requires exploration and secret-hunting.

This is Esrael's first attempt at mapping. Using Trenchbroom, the author went nuts on terrain which caused some problems for compiling. The original release was leaked, boxed and unvised, in addition to exceeding some stock Quake limits. Since the map map source is included as "public domain", I took the liberty of fixing the aforementioned technical problems. The rest remains unchanged.

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Cool! 
You won't find many DP/rtlights users around here. I, for one, thank you very much. Will you eventually do the same with your other maps? 
 
I play quake with FTE and would love if more mappers make rtlights for their maps :) 
Rtlights Treated Differently In FTE, It Seems 
Just tested the map in FTE and noticed, that FTE treats rtlights differently compared to DP. Let's take coronas, for example, which I had tweaked carefully for DP, such as the ceiling window in the final arena. In DP the corona is subtle and nice whereas in FTE it's a blue splotch.

So if you want to experience the rtlights as intended, you'll have to play on DP, unfortunately. ;C It's a shame, because FTE seems to run much more responsively in low framerates, whereas DP just feels sluggish. The temple room actually feels enjoyable to play in FTE, even with 40-50 FPS. 
Oh, And Mugwump... 
If it starts to look like that I have to make rtlights separately for FTE and DP, chances of me making them for the rest of my maps are lowering. Or then I might just have to make a choice and decide for which engine I optimize the rtlights. Depends on in which the end result looks the best, I guess. 
@Esrael 
Can you dump some links or info on where to learn how to create RT lights? for these engines? 
Instructions 
It wasn't actually until Tribal mentioned it in #19 that I learned that FTE also supports rtlights, so I only have experience with Dark Places.

Basically, all the necessary information I found here:

http://www.nexuizninjaz.com/forum/Thread-How-to-Use-rtlights.html

You should definitely read the whole page, not just the first post, because at the bottom of the page you'll learn how to duplicate lights faster (something I wish I had done before doing these rtlights)! :D

There are a few things that aren't mentioned in the page though:

- If the map doesn't have an existing rtlights file, DP imports the map's regular light entities to be used as rtlights. Depending on the key/value pairs in your light entities, the conversion may be fairly smooth... or not so smooth, like for me:

When I opened Temple of Quake for the first time, some lights were super bright and especially colored lights were extremely saturated. I believe the problem occurs if you use bytes [0-255] instead of floats [0-1] in the field values.

For example, my map has quite a few fully red lights, so their [_color] keys have a value of [255 0 0]. Since DP seems to understand only floats, it interpreted the lights as 255 times as bright as a red light with a _color value of [1 0 0]. So don't be surprised if you're faced with overwhelmingly bright lights when you first fire up your map.

Also, worldspawn sunlights aren't imported since there is no actual point light entity for DP to read. I made my sunlights by making weak ambient rtlights with very long radii.

If your map has surface lights (featured in ericw-tools), only the one light entity that defines the surface lights will be imported; you'll have to create the rest of the surface lights individually for each of the desired surfaces.

- When I saved my rtlights for the first time, the file was saved for some reason in the following location:

C:\Users\<username>\Saved Games\darkplaces\id1\maps

For the longest time I had no idea where the realtime lighting was stored, until I finally found it.

However, I just tested saving an rtlights file while editing some random map, and this time the rtlights file was created in the same folder where the map was located (id1/maps), so if you can't find your rtlights file, look from those two places.

- You can create lightstyles (flickering/pulsing lights etc.) like you would on a normal level editor when creating/modifying rtlights, but you can't create switchable lights from scratch. You can only modify existing switchable lights. If the light is turned off at the start of the map, you'll have to trigger the light first if you want to see what the rtlight will look like when turned on.

Just found this one video too, where Romi, the creator of the popular Romi's rtlights file, tells about the creation process and history. Seems interesting:

https://www.youtube.com/watch?v=4EbvNVOVWlU

He even has a bunch of very recent Twitch streams where he does rtlights live, so seems like there's not a shortage of material!

https://www.twitch.tv/demonvein2003/videos/all

rtlights in FTE:

I have no prior experience with it, but you're supposed to install the in-game map editor in the "updates+packages" menu and then type "ca_show 1" on the console. I just tried it for a little bit, and it seems fairly intuitive and helpful.

If all of this feels overwhelming, don't worry: The best way to learn is to just jump in, start experimenting and learn by doing. :) 
How To Improve Performance 
I figured out a way how to improve performance dramatically, if you play with offsetmapping (bumpmapping) enabled. Just type the following commands in the console:

r_glsl_offsetmapping_lod 1
r_glsl_offsetmapping_lod_distance 8

With the commands I was able to improve my FPS at one of the slowest parts of the map by over 90 % from around 35 FPS to about 67 FPS!

Furthermore, if I disable offsetmapping altogether (with the command r_glsl_offsetmapping 0), my FPS increases to 101 FPS, but that drop in visual quality already shows. So with the two first commands I could reach the sweet spot with good performance without noticeably sacrificing visual quality. 
 
Here is my playthrough of Temple of Quake =D

https://www.youtube.com/watch?v=xb06bp1-uhE

It's not a blind run... in the first time i finished with only one secret found and half of the monsters alive :P

This is "full playthrough" (maybe somekind of "walkthrough") showing how to find the red cave and how to get the golden key =D

Yep, i turn off the coronas, because they look weird in FTE :P

This map is just awesome! I loved the colors, the architecture, the combat, the secret areas... everything is perfect... ok, not everything, the golden key is a pain in the ass to get, but it's worthed (i died many times trying to jump up there. the video shows just one death because i edited my 158 deaths out of it) =D 
Thanks, Tribal! 
Thank you for the playthrough and greatly positive feedback; nice to see this map still getting some love and people enjoying it as greatly as you did. <3 It's also nice that the rtlights I've made got put to some good use. Too bad the coronas are what they are in FTE. I think I just might want to make a version with rtlights optimized for FTE, as well.

Good job finding (most of) the secrets, especially considering some of them are quiiiiite obscure. @~@ The one secret that you missed is arguably less obscure, with a fairly visible cue going for it. Reaching the secret, on the other hand, may not be very obvious.

It was interesting to see how you used grenade jumping to get to the GK secret; that was a first! :D I really should've made the platform easier to get onto in this version, though. :/ I guess I was just kind of bent on keeping the update free of changes that affect gameplay, even if it would've been a very good idea to make some tweaks.

You had the right idea for how to reach the Quad on top of the crypt, using the tombstones. In my own limited FTE testing I've noticed that it's harder, if not impossible, to reach it by jumping. It's probably got something to do with FTE using Quakeworld physics instead of the original Netquake physics. To enable the NQ physics type the command sv_nqplayerphysics 1 on the FTE console. Maybe that would allow you to reach the Quad via the tombstones. o: (Can't test right now, though, since I'm not at my desktop.) Another alternative would be for me to tweak the tombstone to be just a little bit taller to make the jump easier/possible.

So, I guess expect to see a new V4 coming out for this map sometime in the future! :D

Checklist for V4:
- Fix rtlights for FTE.
- Heighten the tombstone close to the crypt.
- Tweak the secret GK room lift to make it easier to climb onto.
- Fix the lift to the zombie prison so knights won't block it from lowering.
- Maybe make a few secrets less obscure...

I noticed you also used non-vanilla monster models. I remember Chillo having made some models not too long ago. Did you use Chillo's models? o: 
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