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InsideQC Forums • View topic - Playable mapgen - randomly-generated maps

Playable mapgen - randomly-generated maps

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Playable mapgen - randomly-generated maps

Postby qbism » Mon Jul 06, 2009 5:46 am

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:
(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:


shots:
Image

Image

Image
Last edited by qbism on Mon Feb 01, 2010 9:35 pm, edited 2 times in total.
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Postby ceriux » Mon Jul 06, 2009 6:30 am

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

Postby Chip » Mon Jul 06, 2009 7:27 am

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.




Fear not the dark, but what the dark hides.
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Postby Spike » Mon Jul 06, 2009 7:52 am

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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Postby leileilol » Mon Jul 06, 2009 9:34 am

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Postby MeTcHsteekle » Mon Jul 06, 2009 2:48 pm

bah
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Postby qbism » Mon Jul 06, 2009 4:45 pm

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Re: Playable mapgen - randomly-generated maps

Postby LordHavoc » Mon Jul 06, 2009 10:04 pm

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Re: Playable mapgen - randomly-generated maps

Postby qbism » Mon Jul 06, 2009 10:37 pm

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Postby qbism » Wed Jul 15, 2009 2:20 am

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Postby LordHavoc » Sat Jul 25, 2009 9:12 am

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Postby qbism » Wed Jul 29, 2009 1:55 am

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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Postby xaGe » Wed Jul 29, 2009 2:04 am

..For a generated map the lighting looks ok to me. The whole thing looks better than previous examples posted.
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Postby qbism » Wed Jul 29, 2009 2:28 am

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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Postby goldenboy » Thu Jul 30, 2009 7:29 pm

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