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Old 07-10-2012, 01:18 AM   #1
_Emo_
 
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New level for Steel Storm

I finally got to Steel Storm level editor, here's what I created so far:
http://steamcommunity.com/id/emoleve...20538365864340

Planning to make and release a whole new level, and I'll do it if I won't lose inspiration or stumble into serious technical problems which I won't be able to solve.
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Old 07-10-2012, 06:53 AM   #2
TheBombOCat
 
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Quote:
Originally Posted by _Emo_ View Post
if I won't lose inspiration
I hope, you won't.
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Old 07-12-2012, 09:28 AM   #3
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Thumbs up

Finally! Go _Emo_, go! \o/
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Old 07-28-2012, 09:47 PM   #4
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Exclamation

Btw, one of the users made a very good map which I am going to release soon via Steam.
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Old 01-05-2013, 02:03 AM   #5
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Some pleasing progress happened soon after my last post here. I figured out how to make sky and sunlight. At first I thought I need to use portal sky for it, and there I was unable to make skybox corners invisible. Then it turned out I just have to use brushes textured with respective texture from common folder.

Sunlight involved editing sun.shader file, because originally the light was coming from the wrong direction, not from the direction where sun is drawn on the skybox.

But then, after a little progress on creating the environment, I became very busy and was unable to work on the map. Thankfully, now this business is over, and I'm continuing. Ahead is creating the environment, then placing objects and writing texts in mission editor.

http://steamcommunity.com/sharedfile.../?id=118230969

The map is planned to have variety of places: somewhere, big areas to explore, somewhere, cramped spaces. This is a screenshot from a big open area decorated with industrial equipment.
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Old 01-05-2013, 02:09 AM   #6
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looks awesome! cant wait to see more!
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Old 01-05-2013, 09:38 AM   #7
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I love the pipework and those cisterns !
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Old 02-02-2013, 08:52 AM   #8
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It sure is looking good hope to see it in action soon
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Old 03-27-2013, 01:24 AM   #9
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After so much time having this map in development, and considerable amount of progress is done, I'm quite determined to finish and release it in one form or another.

http://steamcommunity.com/sharedfile.../?id=134435764

As you can see, the pit looks like it's filled with something like water, and when I go down there, the "water" goes down, when I go up, the "water" goes up. This is strange, because this effect appeared by itself, I didn't put anything there to make it look like that.

I'm encountering bugs and glitches along the way. The most serious of them is that VIS compiler quits with some malloc error or something like that. Since I have no idea what to do to fix this error, if I won't receive help on this matter, when it comes to final compile, I'll just do it with BSP + High Quality Light and release the result. It seems that the game still don't render what's not visible, even without VIS, because most of the time I can't see it through the sky brushes.

Quite often the editor puts "1.#QNAN" in brushdefs and then it can't open the map, I have to find and replace "1.#QNAN" with "1.0" with a text editor. After that the map opens without errors, and all geometry is in place. Since the fix is so simple, why the editor itself is unable to do such replacement?

Also, in 2d viewport, for a couple of patch meshes it draws lines which have nothing to do with these meshes and just obstruct the view. Here's a screenshot of one of them:

http://steamcommunity.com/sharedfile.../?id=134429166

Good thing that Steam overlay works in the editor, too - you can quickly make and publish in-editor shots.

Last edited by _Emo_: 03-27-2013 at 01:36 AM.
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Old 03-27-2013, 08:40 AM   #10
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You level is shaping up! I like it.

The "water" is most likely shadow mapping shadow bug.

How much RAM do you have ? Sometimes you have to run q3map2 to compile without feeding output into NetRadiant. Sometimes it's better to runs BSP first, then VIS, then LIGHTING. Each state should be run separately, to conserve RAM. It's not an issue on Linux, because q3map2 can be compiled to be 64bit and it'll use all RAM you've got. But on Windows, it's only 32bit (I wonder if it can be 64bit, never tried building it that way; I know NetRadiant itself is a no-go for 64bit).

You could report that bug with patches to NetRadiant devs (if they are still active), but I generally avoid using patches as they bog down performance and are buggy.
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Old 03-27-2013, 07:43 PM   #11
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8Gb, and 64-bit Windows 7, so this RAM can be used by the OS.

Ok, I'll try running q3map2.exe separately from NetRadiant. Next time I'm compiling, I'll see the command-line parameters in NetRadiant, and write 3 .bat files for BSP, VIS, RAD, close editor and launch these .bat files one after another.
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Old 03-27-2013, 07:59 PM   #12
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That's not what I meant. When you have NetRadiant running, go to Edit > Peferences > Build and uncheck Enable Build Process monitoring

Also, go to Build > Customize. You can delete bsp and vis lines from raw, better and final passes, keeping only light line on them. This way you can run BSP, then VIS, then one of those 3 lighting stages separately via Build menu. No need to mess with .bat files.

Since q3map2 is 32bit and won't use > 4Gb of RAM, you can add -lomem argument.

[q3map2] -light -fast -filter -patchshadows -gridscale 1.3 -deluxe -deluxemode 0 -randomsamples -samples 4 -thresh 0.5 -lightmapsize 1024 "[MapFile]"

will look like

[q3map2] -light -fast -filter -patchshadows -gridscale 1.3 -deluxe -deluxemode 0 -randomsamples -samples 4 -thresh 0.5 -lightmapsize 1024 -lomem "[MapFile]"
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Old 03-29-2013, 04:23 AM   #13
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Thanks for explanation.

Looks like there are already "only BSP" and "only VIS", I only need to add "only High Quality Light", and -lomem to everything.

Without build process monitoring it doesn't write the compiler's output into "DOS" window, which is confusing: feels like nothing's happening. But it logs into settings/1.5.0/junk.txt.

I pressed only BSP, then only VIS in the build menu, but that didn't fix the error.

After few more tries nothing happens when I press anything in the Build menu. URRGH, useless NetRadiant! But that is not going to stop me: I used .bat files for compilation when mapping for Kingpin, I used .bat files for compilation when mapping for Half-Life, and I'll use them now!

BSP .bat:

Code:
"C:/Games/Steam/steamapps/common/steelstorm/netradiant_win32/q3map2.exe" -v -game xonotic -fs_basepath "C:/Games/Steam/steamapps/common/steelstorm/" -fs_game gamedata -threads 4 -meta -altsplit -skyfix -samplesize 32 -mv 1048576 -mi 6291456 -lomem "C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.map" > "C:/Games/Steam/steamapps/common/steelstorm/netradiant_win32/settings/1.5.0/junk.txt"
VIS .bat:
Code:
"C:/Games/Steam/steamapps/common/steelstorm/netradiant_win32/q3map2.exe" -v -game xonotic -fs_basepath "C:/Games/Steam/steamapps/common/steelstorm/" -fs_game gamedata -threads 4 -vis -saveprt -lomem "C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.map" > "C:/Games/Steam/steamapps/common/steelstorm/netradiant_win32/settings/1.5.0/junk.txt"
But the error was still there. I rebooted the computer in case something nasty remained in its memory, and ran the .bat files again. Here are the results:

Code:
2.5.17n-git-d539f09
4 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-git-d539f09
NetRadiant    - v1.5.0n-git-d539f09 Dec 13 2011 10:28:49
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: ./xonotic/gamedata/
VFS Init: C:/Games/Steam/steamapps/common/steelstorm//gamedata/
VFS Init: ./xonotic/data/
VFS Init: C:/Games/Steam/steamapps/common/steelstorm//data/

--- BSP ---
Creating meta surfaces from brush faces
Alternate BSP splitting (by 27) enabled
GL_CLAMP sky fix/hack/workaround enabled
Lightmap sample size set to 32x32 units
Maximum lightmapped surface vertex count set to 1048576
Maximum per-surface index count set to 6291456
WARNING: Unknown option "-lomem"
entering scripts/shaderlist.txt
entering scripts/shaderlist.txt (2)
entering scripts/alphafade.shader
entering scripts/blended.shader
entering scripts/cel.shader
entering scripts/colors.shader
entering scripts/common.shader
WARNING: Unknown surfaceparm: "solid"
entering scripts/concretes.shader
entering scripts/models.shader
entering scripts/skies.shader
entering scripts/sun.shader
entering scripts/level1.shader
entering scripts/level2.shader
entering scripts/level3.shader
entering scripts/level4.shader
entering scripts/ai.shader
entering scripts/decals.shader
entering scripts/map_models.shader
entering scripts/editor.shader
entering scripts/shw.shader
entering scripts/liquids.shader
entering scripts/lights.shader
entering scripts/glowing_pipes.shader
entering scripts/computers.shader
entering scripts/sfx.shader
entering scripts/effects.shader
WARNING: Unknown surfaceparm: "solid"
      526 shaderInfo
--- LoadMapFile ---
Loading C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.map
entering C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.map
WARNING: Couldn't find image for shader textures/NULL
WARNING: Couldn't find image for shader textures/common/mirror1
WARNING: Over 90 percent structural map detected. Compile time may be adversely affected.
     1649 total world brushes
       52 detail brushes
      608 patches
     1476 boxbevels
     1144 edgebevels
       73 entities
     8552 planes
        0 areaportals
Size: -11488, -9856, -2592 to 15720, 20560,  5856
--- ProcessDecals ---
        0 decal projectors
--- CreateMapFogs ---
        0 fogs
############### model 0 ###############
block size = { 1024 1024 1024 }
BSP bounds: { -11488.000000 -9856.000000 -2592.000000 } { 15720.000000 20560.000000 5856.000000 }
Lightgrid bounds: { 99999.000000 99999.000000 99999.000000 } { -99999.000000 -99999.000000 -99999.000000 }
--- PatchMapDrawSurfs ---
      608 patches
      232 patch LOD groups
--- FaceBSP ---
     9823 faces
    36008 leafs
--- MakeTreePortals ---
WARNING: node without a volume
node has 1 tiny portals
node reference point 4768.00 6768.00 1005.56
      435 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
     1597 structural brushes
    26238 cluster references
--- FloodEntities ---
Entity 38, Brush 0: Entity in solid
     8806 flooded leafs
--- FillOutside ---
    20365 solid leafs
     6837 leafs filled
     8806 inside leafs
--- CullSides ---
     2915 hidden faces culled
        7 coincident faces culled
--- ClipSidesIntoTree ---
WARNING: Couldn't find image for shader textures/env/sky2c_dn
--- FaceBSP ---
     6442 faces
    15590 leafs
--- MakeTreePortals ---
WARNING: node without a volume
node has 2 tiny portals
node reference point 4768.00 6762.24 1006.09
      624 tiny portals
        0 bad portals
--- FilterStructuralBrushesIntoTree ---
     1597 structural brushes
    12251 cluster references
--- NumberClusters ---
     8345 visclusters
    27310 visportals
    19165 solidfaces
--- WritePortalFile ---
writing C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.prt
--- FloodAreas ---
        4 areas
--- AddTriangleModels ---
--- AddEntitySurfaceModels ---
--- FilterDetailBrushesIntoTree ---
       52 detail brushes
      384 cluster references
----- FogDrawSurfs -----
        0 fog polygon fragments
        0 fog patch fragments
        0 fogged drawsurfs
--- SubdivideFaceSurfaces ---
--- FixTJunctions ---
     7436 axial edge lines
     3705 non-axial edge lines
        0 degenerate edges
     3578 verts added for T-junctions
    30750 total verts
     5679 naturally ordered
      814 rotated orders
      121 can't order
        0 broken (degenerate) surfaces removed
--- ClassifyEntitySurfaces ---
--- TidyEntitySurfaces ---
        0 empty or malformed surfaces deleted
--- MakeEntityDecals ---
 (0)
        0 decal surfaces
--- MakeEntityMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
     6650 total meta surfaces
     6532 stripped surfaces
      118 fanned surfaces
        0 maxarea'd surfaces
        0 patch meta surfaces
    31046 meta verts
    17864 meta triangles
--- TidyEntitySurfaces ---
     6650 empty or malformed surfaces deleted
--- SmoothMetaTriangles ---
0...1...2...3...4...5...6...7...8...9... (0)
      194 smoothed vertexes
--- MergeMetaTriangles ---
0...1...2...3...4...5...6...7...WARNING: Flipped triangle: (  4567   6695    967) (  4567   6695    967) (  4668   6651   1045)
8...9... (0)
     4979 surfaces merged
    58838 vertexes merged
--- FilterDrawsurfsIntoTree ---
    48771 references
     5593 (5593) emitted drawsurfs
     6532 stripped face surfaces
      118 fanned face surfaces
        0 maxarea'd face surfaces
        0 surface models generated
        0 skybox surfaces generated
        0 SURFACE_BAD surfaces
        0 SURFACE_FACE surfaces
      608 SURFACE_PATCH surfaces
        0 SURFACE_TRIANGLES surfaces
        0 SURFACE_FLARE surfaces
        0 SURFACE_FOLIAGE surfaces
        0 SURFACE_FORCED_META surfaces
     4979 SURFACE_META surfaces
        0 SURFACE_FOGHULL surfaces
        0 SURFACE_DECAL surfaces
        6 SURFACE_SHADER surfaces
    37725 redundant indexes supressed, saving 147 Kbytes
--- FixBrushSides ---
--- EndModel ---
--- EmitMetaStats ---
     6650 total meta surfaces
     6532 stripped surfaces
      118 fanned surfaces
        0 maxarea'd surfaces
        0 patch meta surfaces
        0 meta verts
        0 meta triangles
       71 light entities stripped
--- ProcessAdvertisements ---
        0 in-game advertisements
--- EndBSPFile ---
     8782 BSP planes
--- WriteSurfaceExtraFile ---
Writing C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.srf
Writing C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.bsp
Wrote 4.1 MB (4273060 bytes)
        9 seconds elapsed

2.5.17n-git-d539f09
4 threads
Q3Map         - v1.0r (c) 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.17n-git-d539f09
NetRadiant    - v1.5.0n-git-d539f09 Dec 13 2011 10:28:49
Your map saw the pretty lights from q3map2's BFG
--- InitPaths ---
VFS Init: ./xonotic/gamedata/
VFS Init: C:/Games/Steam/steamapps/common/steelstorm//gamedata/
VFS Init: ./xonotic/data/
VFS Init: C:/Games/Steam/steamapps/common/steelstorm//data/

--- Vis ---
saveprt = true
WARNING: Unknown option "-lomem"
Loading C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.bsp
Loading C:/Games/Steam/steamapps/common/steelstorm/gamedata/maps/emo_map.prt
  8345 portalclusters
 27310 numportals
 19165 numfaces
 54620 active portals
     0 hint portals
visdatasize:8745568

--- BasePortalVis (54620) ---
0...1...2...3...4...5...6...7...8...9... (38)
      9 average number of passages per leaf
   1657 MB required passage memory

--- CreatePassages (54620) ---
0...1...2************ ERROR ************
safe_malloc failed on allocation of 6840 bytes
************ ERROR ************
safe_malloc failed on allocation of 6840 bytes
************ ERROR ************
safe_malloc failed on allocation of 6840 bytes
************ ERROR ************
safe_malloc failed on allocation of 6840 bytes
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Old 03-29-2013, 07:09 AM   #14
motorsep
 
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Yeah, you get output into text file, which you need to open while compilation process is going and refresh it. This way you get to see what's going on as q3map2 updates it.

-lomem is only valid at LIGHT stage.

Compiling is failing at VIS stage, that means you need to tweak settings that affect vis. Namely _blocksize and _farplanedist in the worldspawn of the map.

These are worldspawn settings from sslevel13.map:

"_floodlight" "156 188 225 256 24"
"_blocksize" "1280 1280 3072"
"_celshader" "cel/ink"
"message" "Burning Sands: Darkfall"
"_lightmapscale" "0.5"
"_farplanedist" "3312"
"gridsize" "128 128 64"
"_ambient" "1"
"_mingridlight" "2"
"_minlight" "1"
"_keepLights" "0"

Try that and see if it helps (you can replace first 3 digits in floodlight with your own; those are RGB values)
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Old 03-29-2013, 07:58 AM   #15
_Emo_
 
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I added "_farplanedist", "_blocksize", and "gridsize" from your post to my worldspawn. Here is it now:
Code:
"classname" "worldspawn"
"author" "EmoLevelDesigner"
"_ambient" "3"
"_floodlight" "254 170 44 1024 64"
"message" "Sunset Canyon"
"_description" "Sunset Canyon"
"_blocksize" "1280 1280 3072"
"_farplanedist" "3312"
"gridsize" "128 128 64"
Now it gets a little further, but still quits with an error:
Code:
--- CreatePassages (48016) ---
0...1...2...3..************ ERROR ************
safe_malloc failed on allocation of 6016 bytes
************ ERROR ************
safe_malloc failed on allocation of 6016 bytes
************ ERROR ************
safe_malloc failed on allocation of 6016 bytes
************ ERROR ************
safe_malloc failed on allocation of 6016 bytes
I tried replacing my worldspawn with the one you posted, it didn't help. Also tried changing the blocksize and farplanedist numbers, but it only made the compiler quit with error earlier.
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