Hello,
As KeMoN suggested me, and since I have more and more questions/issues, I will make a whole thread for everything…
I’m reworking the +KOMMANDO+ map 1944 Nordwind, to fix some bugs, balance the gameplay, and add some features, like make it more realistic (A tiny Warehouse, tiny barn with just one bail…), adding 64 slots servers support (22 spawn points maximum on original)…
So far few shots from editor, with correspondent changelog:
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The First Axis Spawn: Axis can now spawn up the metallic barrier, protected from SK that way. There will be a non-breakable window so they will be able to see what’s happening out without shoot from et get shot into. I will add a door on the right, hidden by trees, with a patch mesh to join the main road. The metallic door will open on Axis Win case, let the Truck get through, then close. That’s all I want to do, I hope I reach that objectives…
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The First Allied Spawn: Bigger, has 32 instead of 16 spawn points, will have some beds, tables, chairs, has unbreakable windows, more doors to exit it easily.
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The Barn: bigger, will be an Allied Spawn, while Truck has passed the First Truck Barrier, to help them stop it. It was tiny, now it looks more like a barn, you can compare it with original one if you want. The house just near is now accessible, with breakable windows to have a quick access to the road, but they could also shoot from spawn… A quick grenade from engineer for kill spawn campers, or too much time to reach Truck and stop it at time, what choice… The Barn has a second level with an opening, where the bails are put in it. The interior looks like a real WWII barn, suggestions are welcome, I like details! A the lowest stage, the heavy weapons are on a table.
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The Warehouse Spawn: Will be enabled by Axis-only CP while its door will be destroyed. Increased a lot the size of the spawn area, will add some stuff to make it looks more like a warehouse, with a little work table on a corner: the only light source at the bottom, with a nice _lightscale… It has now 32 spawn points, Axis aren’t out with spawn protection now.
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The Tank Depot: As it’s Axis stealing an Allied Tank, I’ve replace the Jagdpanther by a Churchill. I hesitated to put it inside, so the top entry of Tank would match the first stage, realistically, but Axis will never get in alive. Spawn commanded by Allied-Only CP. 32 spawn points instead of 19. Windows will have unbreakable windows, or I let a opened breach in Barn, with just clipped Fuel Dumps barriers, to allowed Covert-op to snipe these windows in case of spawn campers?
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The Allied Spawn Tunnel: Will have a MG at the top, hidden by trees… Accessible through Allied-only door, disguised Axis Covert-Ops can take it.
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Mountain Tunnel: A tunnel in a valley, why? Will add a part of terrain of the tunnel, inside new lighting with the one you can see in Warehouse and Radar last Axis Spawn.
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Fuel Dumps: Just increased door on the right, maybe with a window or two…
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Cabinets and unused house near Warehouse: Maybe I will open the house, with windows, to help Allies defend, maybe a constructible ladder for Axis, they will not be able to look at Allied Spawn, too much trees. Moved the little walls around the cabinets house.
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Truckyard: Allied Door will be Disguised Covert-Op protected, I made its skin. In front, the door will be dynamitable, to allowed Allied forces to reach the Axis CP without have to run through their spawn, and stop them from running to the balcony. The opened door of this room and the walls are TJ protected, with some CLIP brushs. Even if an Allied guy accidently let an Axis player get in, the Truck will not move through the undestroyed Truckyard Gate (I guess it’s scripting issue).
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General:
- The back wall of the First Allied Spawn… Maybe a back-way to the Truckyard?
- All the buildings will have electric cords from the generators (Near the Allied CP), which will make noise (Also have to learn this).
- Same for fuel dumps, with some furnaces.
- The road will be made with patch mesh (Have to learn them); In original, the road texture was directly put on the terrain.
- First spawns of both teams will be hidden with trees to avoid SK, also unbreakable windows to avoid shoot from/into them.
- Tank will stop often while destroyed, instead of running 6 meters before stop…
- Will correct vehicles noise, even if destroyed or not running they keep the running noise.
- Weather changing: the biggest thing I want to implement. Five minutes after Tank repairing, start of little thunder noises. While it will pasts the Tank Barrier (Same location as first Truck one), fog would appear, with rain and more thunder (Tell me if it’s possible). I would also like to have a changing skybox, but I guess ET can’t. And while Truck stolen, even more fog, rain and thunder. Apocalypse if for Truck has past the second barrier. The metallic barrier would be closed with an electric cut. This if for events, I plan if all of this is possible to do same with conditionals, if Axis never repair tank it will be fog and rain with little thunder.
That’s all for map changelog and description. Now my question 
It seems that the ET EasyGen Templates does not support textures scaling. With Standard and Q3Map2, I have “tcmod scale 0.468 0.468” but not with ET templates. And EG does not save the changes when I hit +/- and save… Any idea? Ingame while compiled it looks to much texture-repeated…
Thanks for reading and for all your help, suggestion are welcome!
Mateos.

It misses the tcMod scale it’s sure, but adding it manually without any knownledge does not work…