Mordenkainen@Posted: Sun May 27, 2007 11:25 am :
After the War 2 is sort of an homage to Hexen and Quake 1 with its medieval design and autumn motif but it is set during the Strogg invasion of Earth around 2065. It's a MP map for QUAKE 4 and supports DM/TDM/DeadZone. 6 players or more recommended. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise.

I made this back in August last year when I was without internet so I couldn't make a WIP thread and... well, I explain it all on my website.

Ultra Quality Issue
To reduce file size I'm only supplying the compressed versions of the diffuse/specular maps which the game ignores when in Ultra Quality mode. If you don't want to drop down to High Quality, type this on the console: "image_useprecompressedtextures 1" and reload the map.

Download
my website

Screenies:
Image

Image

Image

Image

Image

Image

Image

Also check out ATW1 for DOOM3 here.



g0th@Posted: Mon May 28, 2007 10:38 pm :
I got missing textures on every custom texture when I tired this map. Other then that it seems like you put a lot of effort into it. A little tip is to use only one mtr file and try to avoid naming your mtr files with things like light.mtr, walls.mtr it can cause duplicates with other maps. If i remember correctly their is already a mtr file called lights.mtr that came along with q4 and that might be one of the reasons to why the textures won't work.

I be happy to try it again if you fix the textures



Mordenkainen@Posted: Mon May 28, 2007 11:20 pm :
g0th wrote:
I got missing textures on every custom texture when I tired this map.


Please see if you have both the "atw2_data.pk4" and "atw2_maps.pk4" in the "q4base" folder. That's the only explanation I can find. :?

Quote:
A little tip is to use only one mtr file and try to avoid naming your mtr files with things like light.mtr, walls.mtr it can cause duplicates with other maps. If i remember correctly their is already a mtr file called lights.mtr that came along with q4 and that might be one of the reasons to why the textures won't work.


Well, the engine doesn't care about the filenames of material files (or any other declaration filetype) only the actual material entries need to be unique. All my material entries start with "textures/atw2/..." so no materials are replaced/duplicated.



Kamikazee@Posted: Mon May 28, 2007 11:24 pm :
Mordenkainen wrote:
Well, the engine doesn't care about the filenames of material files (or any other declaration filetype) only the actual material entries need to be unique. All my material entries start with "textures/atw2/..." so no materials are replaced/duplicated.
I think g0th was pointing to the "override" behavior in the engine used for patching. If your filenames match with a filename loaded at a later time, there is the risk that the latter "overrides" your file.



Mordenkainen@Posted: Mon May 28, 2007 11:55 pm :
Kamikazee wrote:
I think g0th was pointing to the "override" behavior in the engine used for patching. If your filenames match with a filename loaded at a later time, there is the risk that the latter "overrides" your file.


Yes, but the engine only overrides declaration entry names, not declaration filenames. As an example for material entries, at start-up time, the engine loads a .mtr file, parses it, copying each material entry (and probably stripping out comments and so on) to its own internal material structure, then it discards the material file and goes on to the next. So you can have many material files all named "mymat.mtr" (in separate PK4 files of course) and not have any overridden materials because materials are only overridden when their material entry is the same.

P.S. This is only true for declarations. If you have two models, TGAs, or any other "physical" asset with the same path/filename then they'll override one another.



g0th@Posted: Tue May 29, 2007 2:21 am :
Mordenkainen wrote:

Please see if you have both the "atw2_data.pk4" and "atw2_maps.pk4" in the "q4base" folder. That's the only explanation I can find. :?



I double checked that both pk4s were in the right place before i posted about it. I should say though that the normals showed up fine but the diffuse were missing.



Mordenkainen@Posted: Tue May 29, 2007 10:11 am :
g0th wrote:
I should say though that the normals showed up fine but the diffuse were missing.


A-ha! Thanks, now I know what the problem is. To reduce file size I compressed most diffusemaps and all specularmaps to DDS whislt leaving normalmaps uncompressed. In Ultra quality mode the game only tries to load uncompressed diffuse/normal/specular.

You can bypass it with "image_useprecompressedtextures 1". When setting Ultra quality, the game automatically sets this CVar to zero. Unfortunately, the only fix to this issue (that I know about) is putting in the uncompressed diffuse/specular maps; doing this would roughly double the download size. :(

Thanks g0th, I'll mention it in the first post/website.



Hexen Terzo@Posted: Tue May 29, 2007 4:35 pm :
Mordenkainen wrote:
After the War 2 is sort of an homage to Hexen and Quake 1 with its medieval design and autumn motif but it is set during the Strogg invasion of Earth around 2065. It's a MP map for QUAKE 4 and supports DM/TDM/DeadZone. 6 players or more recommended. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise.

I made this back in August last year when I was without internet so I couldn't make a WIP thread and... well, I explain it all on my website.

Ultra Quality Issue
To reduce file size I'm only supplying the compressed versions of the diffuse/specular maps which the game ignores when in Ultra Quality mode. If you don't want to drop down to High Quality, type this on the console: "image_useprecompressedtextures 1" and reload the map.

Download
my website

Screenies:
Image

Image

Image

Image

Image

Image

Image

Also check out ATW1 for DOOM3 here.



WAOOOO!!! :shock:



pbmax@Posted: Wed Dec 19, 2007 11:14 pm :
i totally missed this :?



aaa111@Posted: Sat Mar 15, 2008 1:55 pm :
really impressive :shock:



Mordenkainen@Posted: Sun May 27, 2007 11:25 am :
After the War 2 is sort of an homage to Hexen and Quake 1 with its medieval design and autumn motif but it is set during the Strogg invasion of Earth around 2065. It's a MP map for QUAKE 4 and supports DM/TDM/DeadZone. 6 players or more recommended. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise.

I made this back in August last year when I was without internet so I couldn't make a WIP thread and... well, I explain it all on my website.

Ultra Quality Issue
To reduce file size I'm only supplying the compressed versions of the diffuse/specular maps which the game ignores when in Ultra Quality mode. If you don't want to drop down to High Quality, type this on the console: "image_useprecompressedtextures 1" and reload the map.

Download
my website

Screenies:
Image

Image

Image

Image

Image

Image

Image

Also check out ATW1 for DOOM3 here.



g0th@Posted: Mon May 28, 2007 10:38 pm :
I got missing textures on every custom texture when I tired this map. Other then that it seems like you put a lot of effort into it. A little tip is to use only one mtr file and try to avoid naming your mtr files with things like light.mtr, walls.mtr it can cause duplicates with other maps. If i remember correctly their is already a mtr file called lights.mtr that came along with q4 and that might be one of the reasons to why the textures won't work.

I be happy to try it again if you fix the textures



Mordenkainen@Posted: Mon May 28, 2007 11:20 pm :
g0th wrote:
I got missing textures on every custom texture when I tired this map.


Please see if you have both the "atw2_data.pk4" and "atw2_maps.pk4" in the "q4base" folder. That's the only explanation I can find. :?

Quote:
A little tip is to use only one mtr file and try to avoid naming your mtr files with things like light.mtr, walls.mtr it can cause duplicates with other maps. If i remember correctly their is already a mtr file called lights.mtr that came along with q4 and that might be one of the reasons to why the textures won't work.


Well, the engine doesn't care about the filenames of material files (or any other declaration filetype) only the actual material entries need to be unique. All my material entries start with "textures/atw2/..." so no materials are replaced/duplicated.



Kamikazee@Posted: Mon May 28, 2007 11:24 pm :
Mordenkainen wrote:
Well, the engine doesn't care about the filenames of material files (or any other declaration filetype) only the actual material entries need to be unique. All my material entries start with "textures/atw2/..." so no materials are replaced/duplicated.
I think g0th was pointing to the "override" behavior in the engine used for patching. If your filenames match with a filename loaded at a later time, there is the risk that the latter "overrides" your file.



Mordenkainen@Posted: Mon May 28, 2007 11:55 pm :
Kamikazee wrote:
I think g0th was pointing to the "override" behavior in the engine used for patching. If your filenames match with a filename loaded at a later time, there is the risk that the latter "overrides" your file.


Yes, but the engine only overrides declaration entry names, not declaration filenames. As an example for material entries, at start-up time, the engine loads a .mtr file, parses it, copying each material entry (and probably stripping out comments and so on) to its own internal material structure, then it discards the material file and goes on to the next. So you can have many material files all named "mymat.mtr" (in separate PK4 files of course) and not have any overridden materials because materials are only overridden when their material entry is the same.

P.S. This is only true for declarations. If you have two models, TGAs, or any other "physical" asset with the same path/filename then they'll override one another.



g0th@Posted: Tue May 29, 2007 2:21 am :
Mordenkainen wrote:

Please see if you have both the "atw2_data.pk4" and "atw2_maps.pk4" in the "q4base" folder. That's the only explanation I can find. :?



I double checked that both pk4s were in the right place before i posted about it. I should say though that the normals showed up fine but the diffuse were missing.



Mordenkainen@Posted: Tue May 29, 2007 10:11 am :
g0th wrote:
I should say though that the normals showed up fine but the diffuse were missing.


A-ha! Thanks, now I know what the problem is. To reduce file size I compressed most diffusemaps and all specularmaps to DDS whislt leaving normalmaps uncompressed. In Ultra quality mode the game only tries to load uncompressed diffuse/normal/specular.

You can bypass it with "image_useprecompressedtextures 1". When setting Ultra quality, the game automatically sets this CVar to zero. Unfortunately, the only fix to this issue (that I know about) is putting in the uncompressed diffuse/specular maps; doing this would roughly double the download size. :(

Thanks g0th, I'll mention it in the first post/website.



Hexen Terzo@Posted: Tue May 29, 2007 4:35 pm :
Mordenkainen wrote:
After the War 2 is sort of an homage to Hexen and Quake 1 with its medieval design and autumn motif but it is set during the Strogg invasion of Earth around 2065. It's a MP map for QUAKE 4 and supports DM/TDM/DeadZone. 6 players or more recommended. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise.

I made this back in August last year when I was without internet so I couldn't make a WIP thread and... well, I explain it all on my website.

Ultra Quality Issue
To reduce file size I'm only supplying the compressed versions of the diffuse/specular maps which the game ignores when in Ultra Quality mode. If you don't want to drop down to High Quality, type this on the console: "image_useprecompressedtextures 1" and reload the map.

Download
my website

Screenies:
Image

Image

Image

Image

Image

Image

Image

Also check out ATW1 for DOOM3 here.



WAOOOO!!! :shock:



pbmax@Posted: Wed Dec 19, 2007 11:14 pm :
i totally missed this :?



aaa111@Posted: Sat Mar 15, 2008 1:55 pm :
really impressive :shock:



Mordenkainen@Posted: Sun May 27, 2007 11:25 am :
After the War 2 is sort of an homage to Hexen and Quake 1 with its medieval design and autumn motif but it is set during the Strogg invasion of Earth around 2065. It's a MP map for QUAKE 4 and supports DM/TDM/DeadZone. 6 players or more recommended. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise.

I made this back in August last year when I was without internet so I couldn't make a WIP thread and... well, I explain it all on my website.

Ultra Quality Issue
To reduce file size I'm only supplying the compressed versions of the diffuse/specular maps which the game ignores when in Ultra Quality mode. If you don't want to drop down to High Quality, type this on the console: "image_useprecompressedtextures 1" and reload the map.

Download
my website

Screenies:
Image

Image

Image

Image

Image

Image

Image

Also check out ATW1 for DOOM3 here.



g0th@Posted: Mon May 28, 2007 10:38 pm :
I got missing textures on every custom texture when I tired this map. Other then that it seems like you put a lot of effort into it. A little tip is to use only one mtr file and try to avoid naming your mtr files with things like light.mtr, walls.mtr it can cause duplicates with other maps. If i remember correctly their is already a mtr file called lights.mtr that came along with q4 and that might be one of the reasons to why the textures won't work.

I be happy to try it again if you fix the textures



Mordenkainen@Posted: Mon May 28, 2007 11:20 pm :
g0th wrote:
I got missing textures on every custom texture when I tired this map.


Please see if you have both the "atw2_data.pk4" and "atw2_maps.pk4" in the "q4base" folder. That's the only explanation I can find. :?

Quote:
A little tip is to use only one mtr file and try to avoid naming your mtr files with things like light.mtr, walls.mtr it can cause duplicates with other maps. If i remember correctly their is already a mtr file called lights.mtr that came along with q4 and that might be one of the reasons to why the textures won't work.


Well, the engine doesn't care about the filenames of material files (or any other declaration filetype) only the actual material entries need to be unique. All my material entries start with "textures/atw2/..." so no materials are replaced/duplicated.



Kamikazee@Posted: Mon May 28, 2007 11:24 pm :
Mordenkainen wrote:
Well, the engine doesn't care about the filenames of material files (or any other declaration filetype) only the actual material entries need to be unique. All my material entries start with "textures/atw2/..." so no materials are replaced/duplicated.
I think g0th was pointing to the "override" behavior in the engine used for patching. If your filenames match with a filename loaded at a later time, there is the risk that the latter "overrides" your file.



Mordenkainen@Posted: Mon May 28, 2007 11:55 pm :
Kamikazee wrote:
I think g0th was pointing to the "override" behavior in the engine used for patching. If your filenames match with a filename loaded at a later time, there is the risk that the latter "overrides" your file.


Yes, but the engine only overrides declaration entry names, not declaration filenames. As an example for material entries, at start-up time, the engine loads a .mtr file, parses it, copying each material entry (and probably stripping out comments and so on) to its own internal material structure, then it discards the material file and goes on to the next. So you can have many material files all named "mymat.mtr" (in separate PK4 files of course) and not have any overridden materials because materials are only overridden when their material entry is the same.

P.S. This is only true for declarations. If you have two models, TGAs, or any other "physical" asset with the same path/filename then they'll override one another.



g0th@Posted: Tue May 29, 2007 2:21 am :
Mordenkainen wrote:

Please see if you have both the "atw2_data.pk4" and "atw2_maps.pk4" in the "q4base" folder. That's the only explanation I can find. :?



I double checked that both pk4s were in the right place before i posted about it. I should say though that the normals showed up fine but the diffuse were missing.



Mordenkainen@Posted: Tue May 29, 2007 10:11 am :
g0th wrote:
I should say though that the normals showed up fine but the diffuse were missing.


A-ha! Thanks, now I know what the problem is. To reduce file size I compressed most diffusemaps and all specularmaps to DDS whislt leaving normalmaps uncompressed. In Ultra quality mode the game only tries to load uncompressed diffuse/normal/specular.

You can bypass it with "image_useprecompressedtextures 1". When setting Ultra quality, the game automatically sets this CVar to zero. Unfortunately, the only fix to this issue (that I know about) is putting in the uncompressed diffuse/specular maps; doing this would roughly double the download size. :(

Thanks g0th, I'll mention it in the first post/website.



Hexen Terzo@Posted: Tue May 29, 2007 4:35 pm :
Mordenkainen wrote:
After the War 2 is sort of an homage to Hexen and Quake 1 with its medieval design and autumn motif but it is set during the Strogg invasion of Earth around 2065. It's a MP map for QUAKE 4 and supports DM/TDM/DeadZone. 6 players or more recommended. See the readme for more information and check the credits, a lot of people made this a lot better than it would be otherwise.

I made this back in August last year when I was without internet so I couldn't make a WIP thread and... well, I explain it all on my website.

Ultra Quality Issue
To reduce file size I'm only supplying the compressed versions of the diffuse/specular maps which the game ignores when in Ultra Quality mode. If you don't want to drop down to High Quality, type this on the console: "image_useprecompressedtextures 1" and reload the map.

Download
my website

Screenies:
Image

Image

Image

Image

Image

Image

Image

Also check out ATW1 for DOOM3 here.



WAOOOO!!! :shock:



pbmax@Posted: Wed Dec 19, 2007 11:14 pm :
i totally missed this :?



aaa111@Posted: Sat Mar 15, 2008 1:55 pm :
really impressive :shock: