1944 Nordwind 2


(Mateos) #21

Fixed, the escort was enabled on the last Tank spline.

I’ve another issue with script \o/

When the Truck has past the barrier, I want Allies to be moved on a new spawn.

In the related Truck spline, I’ve set after several retries:

trigger game_manager truck_past_barrier

The related game_manager table:

trigger truck_past_barrier
    {
        wm_announce "The Truck is past the Truck Barrier!"
        
        alertentity allied_barn_spawn
        alertentity allied_barn_spawn_obj
        setautospawn "Barn Spawn" 1
        wm_announce "Allied forces are moving to the Barn Spawn!"
    }

I’ve taken exemple on Gold Rush.
allied_barn_spawn is the scriptname/targetname of the team_CTF_bluespawn
allies_barn_spawn_obj is the scriptname/targetname of the team_WOLF_objective

These elements are invisible at map start, like in Gold Rush. The “Setting Allies spawn to Barn Spawn” appears in console. I move spec (Since I need to escort Truck to trigger this event), then I join Allied team. I spawn on the first one, the flag has 0 player on, and the Barn Spawn in invisible… I tried to enable it with:

trigger allied_barn_spawn_obj on

Without success. The elements were first with the spline, then I moved them to game_manager specific table, no more success. All my spawns work this way… ETScript4 shows that I haven’t made any mistake in the names/entities.

After this, the map will be fully working and playable. I will just need to add foliage/trees, find how to make a shader for a model (Tried, failed), make a road with patch mesh, and end animation or gate opening (On this point, how trigger a door opening/closing through script?) and Truck running alone (Will take exemple on Breakout 2).


(Mateos) #22

Fixed by adding several wait 150. Seems I will flood my thread >.>

I’m now trying to make a shader for a custom model. It can be found there, as br_generator:
http://blackrayne.net/models_industrial.php

I tried to put these lines in the shader file of my map:

models/BlackRayneStudios/br_generator
{
	{
		qer_editorimage models/BlackRayneStudios/br_generator.jpg
		implicitMap models/BlackRayneStudios/br_generator.jpg
		rgbGen lightingdiffuse
	}
}

And I still get this message:

WARNING: Activate shader failed for models/mapobjects/br_generator/br_generator

I can edit the textures’ shaders… But the models ones :confused: I tried to take example on core model shaders, without success. Since I’ve this issue for some weeks, I think I can post it without post tomorrow sayin’ I’ve found da solution x)

Thanks in advance,

Mateos.

PS: Ah, maybe a shot from ingame…

Still lot of space in exteriors, I will add some foliage/trees, and others elements such as models/crates as strategical cover points…


(KeMoN) #23

Did you just copy the houses out of the mapfile of the original map?
If yes make sure you check whether the mapper textured correctly because in 1944 beach for example he always textured the whole brush not just the visible sides. I would recommend you to caulk the whole map and then retexture it. Maybe you also find some custom textures to give the map another feeling.
You might want to use some real snow texture because the operation Nordwind was in January of a really strong winter. For the streets you could take the tracks from fueldump. In my opinion it would give the map a far greater feeling than it currently has.


(Mateos) #24

Well, I copied each building into a different .map file when I’ve started, I’ve modified textures, cut some brushes, caulked some others… All that stuff it done.

About your suggestion, I was starting on this idea to fix things, then I’ve added stuff to balance gameplay, and now I’m adding graphical changes. It is named Nordwind but has nothing to do as it is with Operation Nordwind. Maybe a mapping project in the future… But 1944 Nordwind 2 and Operation Nordwind are different.

The map is up on HarryTest, a private clan server, for test and bug spotting purposes. I’ve done a quick conversion of the bots files from my 1944 Nordwind waypoints, just to allowed bots to run around on it.

God, with Operation Nordwind, it’s 4 map projects now >.>


(Mateos) #25

Here are shots from my attempts to fill the gaps in the structural buildings:
http://www2.picturepush.com/photo/a/5675365/1024/1944-Nordwind-2---Work-in-Progress/1944-Nordwind-2---Brush-filling-attempt-%231.png
http://www3.picturepush.com/photo/a/5675366/1024/1944-Nordwind-2---Work-in-Progress/1944-Nordwind-2---Brush-filling-attempt-%232.png

Am I on the right way? :confused:

Edit: Is the -VIS arg needed to test the Hint/Skip stuff? I just do BSP -meta, this question just come up to my mind now…


(ailmanki) #26

Be sure to extend your knowledge before continuing, it will save headache - alot.
Is a good place to start about the vis question:


(Mateos) #27

I spent 2 days on this one, and I didn’t get the same result; Maybe because I just do the BSP -meta compilation… But I’ll try again >.>


(Avoc) #28

Yes. You need to do a full -vis compile if you want to have any -vis blocking in place.


(Mateos) #29

Thanks. Passage Portal Flow takes a lot of time, I guess it’s because my map isn’t optimized yet… Ten minutes to be at 7 o.o


(shagileo) #30

The Vis process can take a while, yes
But the better it’s optimized, the better the performance of course


(Mateos) #31

At least, the only Hint/Skip brush I’ve added works! It hides what’s behind a wall and at the down level. When I get into it, it shows up what was hidden. I’ll keep reading the tuts and use them, thanks again!


(shagileo) #32

That’s great to hear
Vis took me ages to understand, and even still - I only know the ‘basics’

Keep practising and good luck !


(Mateos) #33

Thanks for your help, I’ve understood the way the Hint brushes may be place in rooms. I’ve learned how to us the Clipper tool to reduce the textured faced which can’t be seen, etc. Since I’ve a very long VIS process I guess I’ve to work much on Structural/Detail brushes…

But I post for another question. On my old computer, I’ve a a single core integrated CPU of 2.0 GHz. On my new laptop I’ve a Core 2 Duo 2.2 GHz. And I’ve the same performance while disabling the clipping for the view: a drop of FPS. I’m sure my computer can hold it… Already disabled desktop composition. I’ve searched through these forums, haven’t found anything. Any idea? :confused: I need it to check angles quickly, for now I’ve to enable/disable it all the time…

The map itself have the exterior not far to be finished. Also, if somebody know where I can get a double-leveled fountain as brushwork or model?

Thanks :slight_smile:


(Mateos) #34

Hi there,

Some time without update… Three sreenshots of the current progress so :wink:

The exterior design isn’t far to be finished, then interior a bit, few script fixes/additions and new features… And it’ll be done :slight_smile:

If somebody knows a handy tutorial about the patch mesh for barriers like you can see above… troubles to make a corner between two (90°).


(Wezelkrozum) #35

Looks nice Mateos!
But as an ex-mapper I do have some suggestions :tongue::

  • Picture 2: Although you’ve said the exterior design isn’t finished, don’t forget to variate a little with the foliage and the altitude of your terrain. You will see that just 8 gridpoints of variation in your terrain will make it look much better!
  • Picture 3: Since the mountains in your background have al lot’s of colours (brown) in them, you should add that same brown to your mountains in the map itself. So it looks more fluent.

Keep your good work going!!

Gr, Wezelkrozum.


(Mateos) #36

[QUOTE=wezelkrozum;337395]Looks nice Mateos!
But as an ex-mapper I do have some suggestions :tongue::

  • Picture 2: Although you’ve said the exterior design isn’t finished, don’t forget to variate a little with the foliage and the altitude of your terrain. You will see that just 8 gridpoints of variation in your terrain will make it look much better!
  • Picture 3: Since the mountains in your background have al lot’s of colours (brown) in them, you should add that same brown to your mountains in the map itself. So it looks more fluent.

Keep your good work going!!

Gr, Wezelkrozum.[/QUOTE]

Sorry to reply so late, I prefer have results before posting :slight_smile:

I’m tuning the terrain as you adviced, by taking exemple on the original Kommando map.

I’ve restored also the original skybox, because it gives the map a better atmosphere than a day skybox such as Heat. Just redifined few func_group and their _lightmapscale and it looks better :slight_smile:


(Mateos) #37

I would like advices about what kind of stuff I can put in interiors and extoriors to fill the space… I have added some crates for tactical puproses, in interiors crates/wheels/radios/cans/generators, and I need for variety, but I don’t know what to put that fits the WWII times… Had to copy some RtCW GtkRadiant stuff missing in ET, like the mapobjects/toolshed folder just contain skins, Gtk 1.4.0 ET pack does not include the models, but the one of RtCW yes, so I now have the Generator which can be seen on Oasis or Seawall, the tools on the table of the Axis spawn of Railgun…

Thanks in advance :slight_smile:


(daz2007) #38

[QUOTE=Mateos;345554]I would like advices about what kind of stuff I can put in interiors and extoriors to fill the space… I have added some crates for tactical puproses, in interiors crates/wheels/radios/cans/generators, and I need for variety, but I don’t know what to put that fits the WWII times… Had to copy some RtCW GtkRadiant stuff missing in ET, like the mapobjects/toolshed folder just contain skins, Gtk 1.4.0 ET pack does not include the models, but the one of RtCW yes, so I now have the Generator which can be seen on Oasis or Seawall, the tools on the table of the Axis spawn of Railgun…

Thanks in advance :)[/QUOTE]

GtkRadiant-1.3.8-ET comes with allot of ET Models

also http://returntocastlewolfenstein.filefront.com/file/Wolf_Mapping_Tool_SDK_Software_Development_Kit;1598
this comes with many Models too and escape1 source


(Mateos) #39

Already downloaded it through Zerowing SVN, both Wolf and ET packs, but just the “trunk” folder, I don’t want to have 5 times the same files… I have the missing models :wink:

Still looking for ideas…


(UJERebel) #40

Nukes, pipes, boxes, barrels, gun racks, fire extenquisers, tapirs, …