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Playable mapgen - randomly-generated maps
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Mon Jul 06, 2009 5:46 am    Post subject: Playable mapgen - randomly-generated maps Reply with quote

Well, I've been messing with this randomly-generated map mod on-and-off since the 2006 Qexpo. (And this is probably the first post I've started since 2003.) Not a polished product but good enough to share as an interesting concept. It's a mod based on Preach's mapgen. Advancements-

1. Playable with monsters, items, etc. The ogre and shells are examples in the code and maps. Multiplayer might be possible.

2. Map tiles based on a compact module provide unique spaces with a handful of shapes.

The original mapgen by Preach is not required to run, but a good idea to install it in a separate mod directory, try it out, and read the docs. That readme is needed to produce a new map.

Multiple obvious bugs include unlit monsters, sometimes monsters spawn below floor, etc. etc.

Download w/ map source (Quark) and qc source:
http://qbism.com/index.php?action=media;sa=item;in=9 (corrected link 2/1/10)

Search for "qbism" and "mapgen" in the source. qc libraries: Frikbot is there for multiplayer testing, extras for func_water, gyro just place-holder for now.

Preach's mapgen:
http://qexpo.quakedev.com/booth.php?id=32&page=113

shots:






Last edited by qbism on Mon Feb 01, 2010 9:35 pm; edited 2 times in total
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Mon Jul 06, 2009 6:30 am    Post subject: Reply with quote

looks pretty cool, too bad the textures cant be done right =/
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Chip



Joined: 21 Jan 2009
Posts: 314
Location: Romania

PostPosted: Mon Jul 06, 2009 7:27 am    Post subject: Nice Reply with quote

It might be working for some 'no-subject' maps, or if you have a lack of inspiration. After all, the resulting map is editable, right?

So you can cut, copy it in another map, and add new textures. I might give it a try.

The first one would look interesting, with the right textures.
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Mon Jul 06, 2009 7:52 am    Post subject: Reply with quote

mmm, r_floortexture / r_walltexture. yay for quakeworld hacks that change the textures based on surface angle.

But yeah, the texturing needs some work.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Mon Jul 06, 2009 9:34 am    Post subject: Reply with quote

Spike wrote:
mmm, r_floortexture / r_walltexture. yay for quakeworld hacks that change the textures based on surface angle.
.

STOP COMPLAINING its the only way pro gamers can win!
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MeTcHsteekle



Joined: 15 May 2008
Posts: 397
Location: its a secret

PostPosted: Mon Jul 06, 2009 2:48 pm    Post subject: Reply with quote

... i like the last screen shot its like, ...bah
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Mon Jul 06, 2009 4:45 pm    Post subject: Reply with quote

Texturing works like standard map, so that aspect could be improved readily. Textures and lightmapping on edges will touch other tiles... something to consider.

Look at Preach's screenshots and maps for texture and lighting examples. It is likely that those maps will be playable.
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Mon Jul 06, 2009 10:04 pm    Post subject: Re: Playable mapgen - randomly-generated maps Reply with quote

qbism wrote:
Well, I've been messing with this randomly-generated map mod on-and-off since the 2006 Qexpo. (And this is probably the first post I've started since 2003.) Not a polished product but good enough to share as an interesting concept. It's a mod based on Preach's mapgen. Advancements-


That's cool.

I wonder how it looks with realtime lighting in darkplaces, although it would have to generate a .ent file for the map during worldspawn using FRIK_FILE to write it out, which would provide all the static lights, or you could spawn dlights.

I was working on such a map generator based on stitching together prefab room pieces but never finished it, and it was designed to make .map files and compile them, not instance models.
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Mon Jul 06, 2009 10:37 pm    Post subject: Re: Playable mapgen - randomly-generated maps Reply with quote

LordHavoc wrote:
could spawn dlights.


That sounds like a good way to visually blend tiles together and light up the monsters. A "func_dlight" with a maplip (maplip determines chance of spawning) would further add variety to spaces.
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Wed Jul 15, 2009 2:20 am    Post subject: Reply with quote

dlight spawning works. Instead of creating a func_dlight I tacked it onto func_wall to get brushes with the light.

Change to func_wall_start in attachments.qc:
Code:
void(entity refatt, entity targ) func_wall_start
{
   targ.movetype = MOVETYPE_PUSH;   // so it doesn't get pushed by anything
   targ.solid = SOLID_BSP;
   targ.alpha = refatt.alpha;
   setmodel(targ, refatt.model);
   //qbism add dlight properties
   targ.light_lev = refatt.light_lev; // radius (does not affect brightness), typical value 350
   targ.color = refatt.color; // color (does not affect radius), typical value '1 1 1' (bright white), can be up to '255 255 255' (nuclear blast)
   targ.style = refatt.style; // light style (like normal light entities, flickering torches or switchable, etc)
   targ.pflags = refatt.pflags; // flags (see PFLAGS_ constants)

};


add dlights extension to defs from dpextensions.qc, a chunk that starts like this:
Code:
//TENEBRAE_GFX_DLIGHTS
//idea: Tenebrae
//darkplaces implementation: LordHavoc
//fields:
.float light_lev; // radius (does not affect brightness), typical value 350
.
.
.


Finally, add fields to func_wall entity, example:
Code:
 "light_lev" "280"
 "color" "3 5 4"
 "style" "1"
 "pflags" "128"
 "origin" "864 12 90"


I'm working on a new map with this to see how it pans out.
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LordHavoc



Joined: 05 Nov 2004
Posts: 243
Location: western Oregon, USA

PostPosted: Sat Jul 25, 2009 9:12 am    Post subject: Reply with quote

Not sure why you chose to embed that in a func_wall entity, it works quite well as a point entity (like a monster).
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Wed Jul 29, 2009 1:55 am    Post subject: Reply with quote

Func_wall so light source can include geometry. Those are supposed to be sconces on the back wall in this pic. HFX eX textures BTW.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Wed Jul 29, 2009 2:04 am    Post subject: Reply with quote

..For a generated map the lighting looks ok to me. The whole thing looks better than previous examples posted.
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qbism



Joined: 04 Nov 2004
Posts: 82

PostPosted: Wed Jul 29, 2009 2:28 am    Post subject: Reply with quote

Dynamic lights improve the illusion of a seamless world, add some drama, and highlight normal maps. Compiled lighting becomes low-level ambient. Compiled lighting must be uniform (bland) anyway to reduce contrast at seams.

Currently working on a new tileset, probably spent an hour texturing it rather than zero time like previous sets. It will still be mostly conceptual.

Not even the mapper knows if there's an ogre around the corner...
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goldenboy



Joined: 05 Sep 2008
Posts: 310
Location: Kiel

PostPosted: Thu Jul 30, 2009 7:29 pm    Post subject: Reply with quote

Nice try. Make a usable terrain generator that automatically places trees, roads, boulders, caves, and moats, and things like dragon teeth, and ruins, and I'll be impressed.

The problem with a script designing actual architecture is, it can't have any ideas or visions, which is a systematic problem.

It can't think in pictures like (some) humans do.
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