All current ET mapping projects


(Magic) #381

@ orange - your map looks good - much left to do?


(Pande) #382

@Yorrick

Needs way better lighting. Put down ambient to a setting like either 0 or 0.4-0.7, and make more light entities and learn shader lighting if you haven’t already. In areas with lots of shadows but a strong crisp light going over them, select all the brushes in that area and make a func_group and put _lightmapscale 0.1 in it for even better control. That map could look great with the right shadows.

@Orange

Loving the map, but my only gripe would be that the fog is just little too brown… maybe lighten the color a bit whiter just to stop the contrast from disapearing? Everything else looks great!


(Yorrick) #383

You need to read better pande :slight_smile:

Will be released in a few months I think.

NOTE: No light or specific detail has been added yet.


(0range) #384

@magic

not that much, mostly at the second part of the map.
i plan to release a first beta around christmas or new year

@pande

about the fog, its actually the same fog as in railgun, i only changed its distance a little bit.
but i want to change some parameters later

btw glad that you guys like it that far

here is the second part:

allies have to steal secret crate. they are able to gain a forward spawn by building a cp.

i hope the pics arent too dark

:stroggtapir:


(shagileo) #385

Nice brushwork and bevelwork (or whatever you used… anyway nice arches :slight_smile: )
Looks like an interesting map. Keep it up!


(Wezelkrozum) #386

I’m currently working on a high-detail-textured map with great vis-blocking cause of the fps. Don’t worry, if your pc has a bad videocard. Set detailed textures off in the system settings and you can play it like an ordinary map.
Here some screenshots of the detailed texture-work and an airstrike:

The map will be released around christmas:stroggtapir:


(stealth6) #387

maybe you guys could start an own map topic, to build some hype.
Also I don’t think alot of people look here, cause it looks good, but no many people have replied


(merlin1991) #388

detail textures, i never understood how they work, can you explain it to me?


(Wezelkrozum) #389

It’s quite simple, if you understand how to use shaders.

Create a shader-file for your texture and add 2 parts into your shader like this:


textures/wezelkrozum_wall/wall1
{
        qer_editorimage textures/wezelkrozum_wall/wall1.tga // texture shown in the editor.
	{
		map textures/wezelkrozum_wall/wall1.tga	// original texture.
		rgbGen identity
	}

	{
		map textures/wezelkrozum_wall/wall1_detail.tga
		blendFunc GL_DST_COLOR GL_SRC_COLOR // blends the detailed texture on the original texture
		detail               // this command tells its a detailed texture, players can turn detailed textures off if they have problems / lag.

		tcMod scale 2 2 //scale the texture 2 times the resolution (2 pixels detail in 1 pixel original texture).
	}

}


(merlin1991) #390

i know that the detail keyword exsists, but what does it exactly?

do you make the detail texture just double resolution than normal or is the detail something else?


(Saadi) #391

[QUOTE=0range;183901]

:stroggtapir:[/QUOTE]

---->
xD
Btw:
Why dont try it with Irfan View: The auto adjust color funtion.
It adjusts the color. Works good , is easy and looks always great.
Maybe you should also increase brightness in your ET settings ;D


(Berzerkr) #392

I always only raise the gamma-value to 1.7 in IrfanView to get the correct brightnes.


(Pande) #393

That second picture isn’t how it would look ingame, is it? :o

I like the dark one WAY better, please keep the light looking like that :slight_smile:

Edit: why did my post explaining the detail key get deleted??

Anyway… basically it’s function is to mark an image as being a ‘detail’ to the base image. The second image increases the contrast and depth of the first. Unfortunately, this is resource intensive, so this key was created. The key marks that shader stage as an ‘extra’ pretty much, so when you use r_detailtextures 0 (I believe that is the command, correct me if I’m wrong) it will disappear. If you got a really good machine, you needn’t worry, but on older machines you will want to set it to 0 for better FPS.

Hope that solves your question! For the second time :o Lol who got admin-happy?


(Berzerkr) #394

@ Pande:

If you take a screenshot in ET, the engine don’t cares about the gamma-value you use in-game, so if you post screens in a forum you have to brighten them up before, otherwise it looks much darker as it really is.
Saadi and me are using IrfanView for this job. He uses the “Auto colour function”, I raise the gamma-value to 1.7 to brighten up the screenshots.

But if 0range already brightened up the screenshots, I would say the map is maybe a bit dark on some places.


(Pande) #395

the second picture looks far too unrealistic… i like Oranges, it would be more fun to play on.

Edit: take pictures with Xfire, doesn’t do anything to them, it takes a picture of the screen/window.


(Magic) #396

Hi
Have made a final of the map The Station.
Its made for ESL competitionplay 1vs1.
Its quite hectic and fast gameplay - think it will be suiteable for 2vs2 as well.
Thanks to Rayban for his prefab.

Gameplay - you have to steal and secure 3 flags to win the map.

The Station Final






(twt_thunder) #397

wow…just like magic…no meant it it really looks great!! something else then my first map: black hawk down :D:D


(Mind Riot) #398

Map Name Anzio (in developement)
Allies have to steal the gold crate out of axis controlled church
Axis have to prevent this
(Other Info) The map originates from Day Of Defeat Anzio map
and i dnt know much about how to test map

Here are some screenies
:smiley:
could rlly use some help if anyone whats to help me with it


(shagileo) #399

doesn’t look bad at all :slight_smile:

to test your map, be sure to make a skybox and put in the correct coords.
then compile it : -bsp -meta (just to test it)
(don’t forget the spawnpoints of course: 1 red spawn, 1 blue spawn and 1 info player deathmatch )

Fire up ET : in console :
/sv_pure 0
/g_gametype 2
/devmap yourmapname (e.g.: /devmap dayofdefeat)


(Mind Riot) #400

I keeps saying map leak how do you fix this