2 quick questions. Old maps & SDK?


(Unique1) #1

Just a few simple questions.

First of all, is there a way to force old RTCW maps to play in ET? I’ve managed to get some up and running, but I can see no way to convert the spawn points from the old maps. Is there a way?

Secondly, is there going to be an SDK released for ET? I’ve done a lot of modding in the q3 engine (mainly jedi knight 2, but also q3 and a little in RTCW) and was thinking about a mod for ET.

You have created a great game with ET, changed RTCW just enough to make it a full team based game. Great work guys.

Let the modders begin! Mods keep a game’s scene alive.

Unqiue1


(sock) #2

There is currently no conversion program which takes a RTCW map and makes it work in ET. You should leave the original RTCW maps in RTCW and only convert your own work. There is so many new differences about ET as follows:

• The spawning system is simpler and uses fewer entities.
• Command posts. (either neutral or individual)
• Health/ammo cabinets. (Can be linked to constructions if necessary)
• Map objectives should be set up to use the limbo camera system.
• The construction system is a critical component in Enemy Territory and all maps should be designed with this feature in mind. (This a feature of the Engineer class only)
• Command map - all maps need to define the co-ordinates of the command map so that the map will load correctly and work with the limbo menu.
• Maps loaded from the in-game menu system need an arena file.
• Enemy Territory supports script moveable objects. (vehicles)
• Environmental effects like rain/snow.
• New fog system which works with multiple pass shaders and lightmapped terrain
• Support for model foliage via a special shader. (Compiler option)
• A new class has been added to Enemy Territory called CovertOps. Team doors should be added to critical choke points in maps so some objectives can be bypassed.
• The terrain system can have external lightmaps and decals.
• All maps need a special “trace map� for the mortar and environmental effects to work.
• The shader language supports implicit shaders. This can affect how models and surfaces are lit in the game.
• New scripting commands to enhance the existing RTCW system.
• New compiler and GTK plug-ins and features.
• Land Mines and new surface parameters.

There is currently no plans to release a code/SDK for ET. A map editor, documentation and a sample map is the only things planned for release atm.

Sock
:moo: