Alpha release: TRAIL_ALPHA


(twt_thunder) #1

here’s a little alpha release of my latest map

the ho chi mihn trail…

please do post bugs in this thread.

known bugs:
missing shader for comand map
missing model for tools in medic tent
some z fighting on buildings

get it here


(Kic) #2

Nice map
but you have missing shader and Thunderpwn . You used my models, thats nice, dont include all models in pk3 - pk3 is then too big, include models only you used , you can only include texture ( no need include md3 )
Here is some md3 viewer, download free version 1.5 - then you can see What textures are used on model , you used http://dutch-boy.com/3De/

In Deep exploration , click on model , on the left side is little window Objects list – click Materials – double click Material1 – little window pop up – click on maps ( here you can see path and name of texture ) .
Make it same with Material 2

Sorry my English

Here is screen with missing shader, sky and other problems


(KeMoN) #3

I also recognized some bugs.

In one hut there are flying brushes. They look kind of a frame of a window or something like that.
And at one end of the map. There is a building with a truck in it. In front of this truck there are some crates. The position of the highest one is a bit strange. Like it wants to cheat gravity :tongue:

Ah also in one pit the ground looked like caulk surface maybe you need to check, although I’m not that sure about that fact.

KeMoN


(twt_thunder) #4

@kic - thanx i will put the shader in pk3 right away :), and yes i will sort out what models used… the pk3 is huge
@kemon - thanx i havent noticed that pit as it is not caulked in gtk…hmm wierd and i’ll have a look at the flying stuf and the box

thanx both for feedback

EDIT: SHADERS IN, MODELS REMOVED UPDATED MAP IN 1. POST


(shagileo) #5

Got some more issues, not sure if I’m the only one though:

Uploaded with ImageShack.us

Uploaded with ImageShack.us


(Kic) #6

I have not clean installed Enemy Territory.
map should be tested and created with clean installed Enemy Territory


(KeMoN) #7

thunderpwn for your terrain. You can avoid the repeating textures easily if you scale your texture in EasyGen. Would look better in my opinion. Still the buildings are nice :stuck_out_tongue:
Maybe you could also make some less flat terrain, or to create a path through which the allies need to shoot their way in order to reach the HQs/buildings/village/whatever.


(twt_thunder) #8

[QUOTE=Kic;272589]I have not clean installed Enemy Territory.
map should be tested and created with clean installed Enemy Territory[/QUOTE]

yes, you’re right… there seem to be some issues when i VIS compile it… i fixed a lot but the skybox doesnt seem to work
:(:frowning:


(twt_thunder) #9

[QUOTE=KeMoN;272602]thunderpwn for your terrain. You can avoid the repeating textures easily if you scale your texture in EasyGen. Would look better in my opinion. Still the buildings are nice :stuck_out_tongue:
Maybe you could also make some less flat terrain, or to create a path through which the allies need to shoot their way in order to reach the HQs/buildings/village/whatever.[/QUOTE]

scale?

there are allready 3 barricades wich the axis (vc’s) can build + there is a heavy way pass the vc hq so i think maybe it will be enough…

when it comes to terrain I still need to learn to scale the roads better… this map could actually be smaller…


(Kic) #10

Shagileo is right , you included bad textures for my models and also some textures for buildings are missing . Skybox is now working .
I updated How use Deep exploration in my 1st post .
Thunderpwn, dont worry, you can install another installion of Enemy Territory on 2nd harddisk or partition .
I am also using no clean Enemy Territory , but you cant forget include needed textures . ( No need 2nd installion of ET )


(twt_thunder) #11

well, it should work for now i updated the file in the first post again only compiled in META… seems like i got som light issues…

And there is one more thing, why do you hear the fire sound up ground from the tunnels?
(you will have to go down the wells to find them)


(Kic) #12

Good Thunderpwn - now no missing textures .
And 1 thing I think that I should make my ktrtrop models - palms and so on with darker textures - it will look better ( Or users can improve by yourself ) . What you think ?


(stealth6) #13

[QUOTE=thunderpwn;272762]And there is one more thing, why do you hear the fire sound up ground from the tunnels?
(you will have to go down the wells to find them)[/QUOTE]

You need a -vis compile to get sounds to cut off after a certain distance.


(KeMoN) #14

I had a closer look on the map. Some things could also be caused by my ET installation but nevertheless there were so many brush issues that I stopped making screens of it because that would take too long to upload them :tongue:
I recommend you take some fellas and play the map through. You will recognize several issues.
I’ll list some of them.
> at the beginning in the house with allied CP there is a ladder. impossible to climb up because your radar prefab blocks the way.
> You really should walk though your tunnel and check the brushes there!!! it’s a mess
> the truck drives through the stairs at the first axis constructible on the road.
> you have several flying models like trees/ dragon_teeths and also tree trunks
> I explicitly recommend you to not texture the whole brush. Just the visible sides. Then many texturing issues will appear and you can easily fix them.

I didn’t go through all the map because I found many things that can be improvedin the first part. I really beg you take some friends of you, play the map make screenshots of everything that appears to you and fix it later on. Like I said I tested it with a non-clean ET-installation so some things might also be caused by that but still rework your map! Would be more fun to play then.

Enough of the criticism. Because I played it a bit I see your scenario. I like it and if I’ll test the next version in a clean Et maybe also the shaders and different textures work so I see the nice environment of your scenario :tongue:


(twt_thunder) #15

@kemon:
I will play it with some friends, I need to do that anyways to check the ballance of the map, i’ve allready seen the brush problem in tunnels, but i don’t know why it is like that because in GTK it is allright :frowning:
and sorry about the truck, i should have seen this :frowning:
and i will have a walk over with the models :slight_smile:
also saw that one of my ruins is a bit “floating”
but it is a alpha and making an release like this i think is the easiest way to get some great feedback :slight_smile:
probably the beta will be better:D

@STEALTH I’ve tried with the vis compile…but it still makes noise, guess i will have to check these prefabs and see what adjustments i can do…

@KIC I personally think you should leave the models as it is, you need to remember that on this map it’s not compiled with the light…

speaking of light, when i compile the light , it’s great in devmap mod but looks like crap when i’ve putted it in the pk3 on a clean ET installation… how come this is possible??


(KeMoN) #16

I just want to help you to improve your map.
Hell, where would I be without the help of other guys around here:tongue:

Like you maybe recognized the first screens I posted of my mapping project are totally differnet to the new one simply because I reworked everything and I’m really proud of the result.
You will also be :wink: