=====================================================================
title:            Mystic Gemini - Source
date:             12th August 2008
file:             mg_source.zip
author(s):        Simon 'Sock' O'Callaghan
email address:    mememe[at]simonoc[dot]com
URL:              http://www.simonoc.com/
description:      Source Files
=====================================================================
Conditions of Use

You are free to use the content of 'mg_source.zip' as a base for any
thing you wish or can imagine. The following is all I ask for in return:

a, You must state in a text file, included with in any distribution 
medium of your new creation that the source files of Mystic Gemini by 
Simon "sock" O'Callaghan were used in the creation of 
[insert the name of your creation here].

b, The source files of Mystic Gemini are NOT to be used for any
commercial creations (where money or goods are exchanged)

c, You can NOT call your new creation 'mg' or 'Mystic Gemini' 
as this is the title of the original.

d, You can only use mg_source.zip at your own risk. Any damage, 
good or bad caused by mg_source.zip is your problem.

e, mg_source.zip may be distributed only at no charge to the 
recipient and must include this text file.

=====================================================================
Additional Notes

This zip file contains all of the original editor map files and most 
of the editor textures which were used in the production of the map 
"Mystic Gemini" for Q3. The extra editor textures do not need to be 
distributed with the final map product. They are designed to make 
the production of the map easier to see / understand in the editor 
only.

Please note: The map files for Mystic Gemini are supplied as is and 
probably with the odd mistake or two buried in them. They are 
certainly not to be treated as an example of mapping standard / guide 
or some anal exercise in how to map correctly. Please bear this in 
mind when looking at the map source files.

=====================================================================
Map History

The map started with a decompiled version of the original map 
(thirdsign_1A-1D) which progressed into an alpha (thirdsign_alpha) 
map. While waiting for feedback, a couple of brushwork concept 
(thirdsign_1E-1L) maps were made. After the alpha feedback came 
back, the central area was expanded (thirdsign_2D) and it was back 
to testing.

The SG room was setup to look and feel different (undercover) and 
some of the concept brushwork was added back into the alpha 
(thirdsign_3D) map. The new central area was setup with detail 
brushwork (thirdsign_3E-3K) and eventually the PG room detail was 
put back in from the concept (thirdsign_3L) maps earlier. The SG 
room was setup with a slightly different style (thirdsign_3M-3P) 
and eventually the two side rooms were rotated round (thirdsign_3Q) 
the flag room to complete the layout.

The bot map (thirdsign_3Q_bots) was specially created from the main 
map and optimized with cluster portals. The bots were previously 
tested on the alpha layouts for route problems but this was the 
first time they were tested with all the detail brushwork. The test 
highlighted a problem with the jump pads and the bots getting stuck 
in endless bouncing loops. It looked really dumb and needed to be 
fixed.

The PG room was changed (thirdsign_3R) so that the jump pad had more 
room at the top and was cleaner at the bottom so the bots could jump 
down easier. The upper area had an extra set of stairs added and some 
pillars were placed for more cover. The bot (thirdsign_3R_bots) map 
file was changed to match the new layout.

The SG room suffered from the same problem as the PG room with the 
bots and the lower route was not right so this was a good opportunity 
to fix the whole room. The room was changed and a new style 
(thirdsign_3S-3V) was created instead. The bot (thirdsign_3V_bots) 
map file changed and I suffered more pain with getting the cluster 
portal working again.

The final version (thirdsign_3W) had cosmetic changes like blue 
crystal light models, different map lighting, ambient music / sound 
and top of archways changed but nothing that affected the bot 
(thirdsign_3W_bots) map which simply got renamed to the latest 
map version.

=====================================================================
Batch Files

I strongly recommend you do not compile the source maps in this zip 
file using the editor menu but instead use a 3rd party graphical 
front-end program or batch files. Please remember to change the paths 
in the batch files to match the location of where you are storing all 
of your Q3 files, otherwise they might not work.

All of these batch files below require a map name to be supplied as a 
parameter in order to work. Either create a windows shortcut with the 
map name built in or open a command line. (File/Run/Cmd) I assume if 
you know about batch files you also know about command lines, but if 
you are unsure, ask someone don't experiment.

All of the models used in Mystic Gemini were setup as ASE files which 
originally were made from map files. This format allows for custom 
brushwork to be rotated / scaled easily in the editor and is perfect 
for maintaining texturing information.

Batch File - creating ASE files
---------------------------------------------------------------------

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

rem ASE stuff
%COMP_PATH% -bsp -meta -patchmeta %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -convert ase %GEN_OPTIONS% %MAP_PATH%


The seperate bot file was not created initially because I did not want 
to maintain two maps. All the special bot brushwork was stored in the 
main map and a standard batch file was used as nothing special was 
required at this point.

Batch File - normal compiles
----------------------------------------------------------------------

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"
@set BOT_PATH="C:/Program Files/Quake iii arena/q3map2/bspc.exe"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

%COMP_PATH% -meta %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -vis %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -light -fast -patchshadows -samples 2 -bounce 1 %GEN_OPTIONS% %MAP_PATH%
rem %BOT_PATH% -forcesidesvisible -bsp2aas %MAP_PATH%


Finally when the special bot map (version 3Q) was created and a two 
batch system was required for testing. The bot file was compiled first 
with batch file 1 and then tested in game to see if everything loaded 
and worked. The bot file does not have any vis or light stages because 
the AAS is rebuilt by the BSPC process.

The second batch file was used to re-link and optimize the bot file to 
the main map. Once the bot file was tested and working, only batch 
file 2 was used which also did a full compile of the main map at the 
same time. The re-linking process only worked once and each new 
compiled needed a backup copy of the AAS file from batch file 1.

Batch File 1 - special bot map
----------------------------------------------------------------------

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"
@set BOT_PATH="C:/Program Files/Quake iii arena/q3map2/bspc.exe"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

rem Special Bot file
%COMP_PATH% -meta %GEN_OPTIONS% %MAP_PATH%
%BOT_PATH% -forcesidesvisible -bsp2aas %MAP_PATH%
Batch File 2 - linking both maps together

----------------------------------------------------------------------

@echo off
@set Q3_PATH="C:/Program Files/Quake III Arena/"
@set COMP_PATH="C:/Program Files/Quake III Arena/q3map2/q3map2.exe"
@set MAP_PATH="C:/Program Files/Quake III Arena/baseq3/maps/%1.map"
@set BOT_PATH="C:/Program Files/Quake iii arena/q3map2/bspc.exe"

@set GEN_OPTIONS=-fs_basepath %Q3_PATH%

%COMP_PATH% -fixaas %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -meta %GEN_OPTIONS% %MAP_PATH%
%COMP_PATH% -vis %GEN_OPTIONS% %MAP_PATH%

rem TESTING
rem %COMP_PATH% -light -fast -patchshadows -samples 2 -bounce 1 %GEN_OPTIONS% %MAP_PATH%

rem FINAL
%COMP_PATH% -light -fast -patchshadows -samples 3 -bounce 3	%GEN_OPTIONS% %MAP_PATH%

%BOT_PATH% -optimize -reach %MAP_PATH%

=====================================================================
Distribution / Copyright / Permissions 

Copyright (c) 2008 sock, mememe[at]simonoc[dot]com
All rights reserved.

Quake III Arena is a registered trademark of 
id Software, Inc.

This level may be electronically distributed only at 
NO CHARGE to the recipient in its current state, MUST 
include this .txt file, and may NOT be modified IN 
ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE 
DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION.

=====================================================================
