1944 Nordwind 2


(ailmanki) #61

Nice looking, but for gameplay its a bit to dark, and the foliage is no good.

  1. http://robotrenegade.com/q3map2/docs/shader_manual/general-directives.html#polygonOffset
  2. Copy paste might have not taken over all information. Maybe you can try export that piece of map and import it.
  3. http://robotrenegade.com/q3map2/docs/shader_manual/q3map-global-directives.html
  4. You need probably to add a surfaceparm alphashadow the fence.
  5. I think you can only find for Oasis all required things bundled, the other maps had not been available from start on.
  6. GIMP should support TGA, so it should read em correctly, maybe your map just produces that result. But you say you import it to GIMP - thats a bit strange, maybe while importing it something has been modified? As GIMP can just open and save TGA’s.

(Mateos) #62

Thanks :slight_smile:

About lighting, you mean I shoudl increase the default light value in wordspawn or add more lights? Why isn’t the foliage good?

  1. Textured the others faces with Caulk, tried with NoDraw, still not displayed ingame… Shader:
textures/1944_nordwind/forest_brambles
{
	qer_trans 0.95
	qer_editorimage textures/1944_nordwind/forest_brambles.tga
	
	polygonOffset

	surfaceparm nomarks
	surfaceparm grasssteps
	surfaceparm pointlight

	implicitBlend -
}
  1. Will try, thanks :slight_smile:

  2. Will re-read.

  3. I will look in the core shaders if it has it, and if so I’ll replace it with brushes.
    Edit:

textures/alpha/fence_c10
{
	cull disable
	nomipmaps
	nopicmip
	surfaceparm nomarks
	surfaceparm alphashadow
	surfaceparm metalsteps
	surfaceparm pointlight
	surfaceparm trans
	implicitMask -
}
  1. I did not know, thanks for advice :slight_smile:

  2. Will try both open/import, I said import but maybe I used open… Will test.
    Edit: Used Open, no diff’ between Red and Green channels…

Thanks for the reply!


(ailmanki) #63

I don’t know either the solution for the lighting, but I see it is too dark :), there are various ways to change that. I think, a brighter sky might be good. But then it will be too dark in the tunnels/houses. Well foliage can easily be disabled with a good mod, but overall ET is just not done for foliage, it eats up alot of fps, and it dissapears in the distance (I think that is ugly); maybe nice in Xreal.

  1. Implicitblend does some magic, better write your own shader if its not working as expected.
  2. Kinda difficult then, you have to find the error, I advice to export that part of the map and experiment with it. (Export so its a small part you have to compile each time.) I suppose you mixed up some things, but its to long ago I tried to make nice shadows…
    Maybe this helps: http://sgq3-mapping.blogspot.com/2009/01/using-hi-resolution-external-lightmap.html (I think you already know that one)

(Mateos) #64

You can increase the distance for the foliage drawing, on the current build only specs can see them disappear. I find it better looking than a basic texture, but your args are so true :s

  1. OK will try again.

  2. Yes I know, I also tried to tweak the file to have it in 1024x1024, since the core one is 256x256, no result. But I’ll try again with some tweaks.


(Mateos) #65

OK, here are the results:

  1. Removed the Implicit arg, I was pretty sure it would not change anything as the SD Wiki describe it very well, and so still not appearing.

  2. Wrote a custom shader like the Smokin’ Guns one, it works… But the original one on the left is darker, strangely. I guess the default value is low enough to make the shadowing acts like this, so I’ll put the shader on more surfaces to have matching texture lighting :slight_smile: The fence shadow is very neat.

Edit:
Same website has something about far-clipping, could concern my grass :slight_smile:


(stealth6) #66

textures/stealth2/sstar
{
	qer_editorimage textures/stealth2/sstar.tga
	surfaceparm nonsolid
	surfaceparm trans
	polygonOffset
	{
		map textures/stealth2/sstar.tga
		blendFunc blend
	}
}

That’s what I use (Looking at it now though I’m not sure it has a lightmap stage - oops)

  1. I normally just try to make it fit nicely in Gtk by dragging vertices, if you find a better solution post it here, because this is something I’ve wanted to know for a looong time :smiley:

(Mateos) #67
  1. Your shader works… But only if I name if textures/1944_nordwind/forest_brambles_something; Without the _something, it shows like there’s not polygonOffset. But it works, thanks!

  2. Func_group with _lightmapscale 0.01, plus the q3map_lightmapSize 1024 1024 without q3map_lightmapBrightness 2.0, and it looks neat. Without the reduced light map scale of the brushs, there’s not a lot of difference between 256 256 (I guess default) and 1024 1024. This as the shader for the ground texture, where is projected the shadow.

Also, I guess you use 2) for 4)?


(Mateos) #68

Another time, another problem x)

I’ve been working last week with objective narrative, and then this week with the Tank. I’ve already added a working turret animation (Turn, fire with flash, turn back), hurt trigger on bullet trajectory and around the Gate, plus added a command map icon for the Truckyard Gate… Then, the only thing to do left was to add more splines.

There were 39, there’s now 53 splines for the Tank. I have correctly set the target and targetname values, I moved the splines like – to check if the Plot Splines were fine, and it is.

On the script side, I have added the various run_x (Copy/paste and edit numbers), and completed the trigger dispatch.

Result: The Tank stops at the 39th spline.

So I looked for a tutorial, to see what I could have skipped, read this one:
http://wiki.splashdamage.com/index.php/Moving_Object_Scripting

I still have not found yet what could be wrong. Any idea? :confused:


(UJERebel) #69

Post script? :slight_smile: Sure you changed ALL numbers? ^^


(Mateos) #70

Here it is: http://www.mediafire.com/file/4vaizjsx44zf298/1944_nordwind2.script

I’ve checked several times the limit between 39 and 40 and around, it seems fine… Well, as always, I should have forgot something >.>


(UJERebel) #71

trigger stuck_check_finished
{
accum 3 abort_if_less_than 37

  accum 1 bitset 3

}

This? …


(Mateos) #72

It should be 54 (Last spline+1)? Or as the Tank starts the run_0 on spline 2, 51? It could explain as well why when I put the anims on the last spline they were not working before…


(UJERebel) #73

Yes i think so…
Try :slight_smile: i havent scripted in years :smiley:


(Mateos) #74

Thanks, it works with 52 :slight_smile:


(Mateos) #75

I’m making the sound narrative. I’ve taken from Allied side the “They’ve” from “They’ve secured the x Gold Crate”, and merged it with “stolen the Tank” from “We’ve stolen the Tank”, working fine. I would like to know if this has not been already done, I did it before ask to see if I had the skills for, and as I can it will not be a problem if there isn’t already something done :slight_smile:

Secondly, I haven’t found any document explaning how you can give a name to an area which appears in the fireteam?

As a last question, I would like to trigger a gate which will go up then down at the end of the map. I would like to know if I can use a normal Mover, or if I have to use the path_corner? Usually, the tutorials explain how to make this with a button or a vehicle, but not a simple triggered movement, I guess I can do it, just would like to know about a simple xyz movement or if I have to use other entities :slight_smile:

Thanks in advance :slight_smile:


(Tardis) #76

PK3 your map and use the MOD ETPro

http://wolfwiki.anime.net/index.php/Target_location

I used this for warringgods_final :wink: I just added the .dat file in to /maps eg: warringgods_final_loc_override.dat and recomplied it :wink:

once any mod or stock ET this will over wright the fireteam eg A3 with Tardis In the House or what erver you called it :smiley:

use the path_corner seams easer when doing movers

when scripted it can be called ON or OFF at any time :wink:


(Mateos) #77

Used the path_corner, it worked on first attempt :slight_smile: Thanks

I plan to work on objective narrative (Custom sounds and .sounds file), then the Target Location… Few ajustements and it’ll be done.


(Mateos) #78

Just did the Command Map icon for the Truckyard Gate, I have just a little problem with it… It appears fine on the compass, but in the limbo it doesn’t, until I open the console and close it. Any idea why?


(Tardis) #79

I have had the same problem in the past.

the way I had to fix it is make shure you have in your trigger_objective_info

customalliesimage gfx/limbo/cm_NAME
customaxisimage gfx/limbo/cm_NAME
customimage gfx/limbo/cm_NAME

and make shure you have your limbo/cm_NAME (.TNG) in the folder when compiled into pk3


(Mateos) #80

I have both customalliesimage and customaxisimage set, not customimage because I don’t want specs to see it. The TGA file is correctly placed, it is displayed just after the console being over the icon in the limbo menu: when I put the mouse on it there’s the name.

On Fuel Dump there’s no icon for the Tunnel Door, maybe as both Truck/Gate icons are at the same location I’ll remove this one… But for the Warehouse Gate I’ll do one like on Radar (Door icon for defense, dynamite icon for attack). The Tank Hint on it shoudl be enough, thanks :slight_smile:

Ah, also, you should use a shader for the icons… To avoid the “icon out of compass” bug:

gfx/1944_nordwind2/TruckYard_Gate
{
	nopicmip
	nocompress
	nomipmaps
	{
		map gfx/1944_nordwind2/TruckYard_Gate.tga
		depthfunc equal
		blendfunc blend
		rgbGen vertex
		alphaGen vertex
	}
}

Edit:
Replaced TruckYard_Gate by cm_truckyard_gate, no change. I’ll keep it because it is as important as the Gold Rush Bank Doors. Strange is appears fine on compass, but in limbo only if the console has been in front of it :confused: