Hello guys I am back at mapping.
I had the idea to create a website where a the compile switches of q3map2 can be previewd with several testmaps. Similar to photoshop with its filters, where you can choose a value and it previews it. Just that in this case the preview is pre-calculated.
I am still thinking about how to accomplish this. I have a server I can use for compiling, unfortunately it has no gfx card, so it won't be able to take screenshots.
I will need a bash script running q3map2 with almost all possible combinations. There are many switches which have huge range of values, those will be limited to reasonable ranges.
Then I will need testmaps, and thats why I post here. I have a more or less an idea of a testmap. It should include all features q3map2 can process.
And while writing this, I thought there should also be several versions of the same testmap, with different sky and light intensity.
Lastly for the screenshots, probably I will use a trickjump mod which lets me teleport, this way I could take more then on screenshots of the map automatically.
Once this facility is in place, it should be possible to upload any map, and get a previews for it. Thats why I am thinking about switching to a server which has a gfx card... Or I wonder if the mesa driver can produce results on a sever with a monitor.. hrm.. no clue.
q3map2 and its settings, compile em all for preview
Re: q3map2 and its settings, compile em all for preview
I really like this idea 
You will be the only one able to uploade maps for preview right?

You will be the only one able to uploade maps for preview right?
Re: q3map2 and its settings, compile em all for preview
I fear someone might upload malicious code, so until I know its secure, those things will all pass though my hands - yes.
Also it needs the assests and all, which could again contain more crap...
Also it needs the assests and all, which could again contain more crap...
Re: q3map2 and its settings, compile em all for preview
Thats one thing yeah.
Some maps can take hours to compile for just one setting.
Dooing 400 different compilings that takes many hours each would make sure you got a loot out of your server money but i guess that is not desirable?
Some maps can take hours to compile for just one setting.
Dooing 400 different compilings that takes many hours each would make sure you got a loot out of your server money but i guess that is not desirable?
Re: q3map2 and its settings, compile em all for preview
Its not about getting the most out of the server
, its just a good thing I can use it for that, don't have to worry about letting my pc run for days. I thought long time if I should buy a workstation to work on. But I decided to keep my laptop, and rent a server running Vmware esxi
. Costs much less then buying a workstation every 2 years
, and is more flexible. I only wished my connection would be faster. But for compiling stuff, testing some software, testing a OS... wonderfull stuff 
There will be many more compiles then 400. I really want a preview of all the possible settings. There are also multiple versions of q3map2, so that should be included too.
I guess I should start it simple - with one map only. And once I got it all in place, I can add multiple versions of the same map, with some features adjustable. Like a light source - its strength and light, maybe even position - but not sure if that is worth the compile time. And skylight shaders - its position and again many options.
Yeah that will be definitely more then 400 compiles
, but it should be worth it. What I wonder is, if I can find some way to compress the many screenshots, since most of them will have only nuances of differences - and its just those we are interested in. Maybe have to sort out images which are to similar.. maybe reduce that way the range which can be selected.
Else maybe I will have to make it as a download instead of online. 1000 screenhots x 500kb.. lol... And there will be more then 1000 images - much more.
I thought about the uploading of maps. I think it should be possible to validate the *map and *shader file with a regex expression. And the images, models can be checked by a antivirus and some tool checking what kind of file it is.
Thinking of the screenshots, what a pita - huge amount of data. Cause I will have to compile the map for several games I just discovered.
:S I should keep it simple, start with the game I know and make a proof of concept. Then it will be more motivating to build upon.




There will be many more compiles then 400. I really want a preview of all the possible settings. There are also multiple versions of q3map2, so that should be included too.
I guess I should start it simple - with one map only. And once I got it all in place, I can add multiple versions of the same map, with some features adjustable. Like a light source - its strength and light, maybe even position - but not sure if that is worth the compile time. And skylight shaders - its position and again many options.
Yeah that will be definitely more then 400 compiles

Else maybe I will have to make it as a download instead of online. 1000 screenhots x 500kb.. lol... And there will be more then 1000 images - much more.
I thought about the uploading of maps. I think it should be possible to validate the *map and *shader file with a regex expression. And the images, models can be checked by a antivirus and some tool checking what kind of file it is.
Thinking of the screenshots, what a pita - huge amount of data. Cause I will have to compile the map for several games I just discovered.
:S I should keep it simple, start with the game I know and make a proof of concept. Then it will be more motivating to build upon.