Ammo Depot not for slow comps


(Storm) #1

Ammo Depot has a few areas with low fps, especialy for slow computers.
This map was designed for game-flow not speed, so I’m gonna release it with pretty low fps, but don’t worry there will be a much better map on the way soon! It has all the fun of Ammo Depot, with more speed.

I know people will complaine about fps and it might not get played on too many servers, but I’v painted myself into a corner with this map.

Only major changes would better the fps, but that also changes game-flow.

sorry guys with slow computers… I’m at least sticking to my date the 24th, my birthday.

Trust me the next map will be indoor and have super hight fps!

I’m still struggleing with making my misc_model trucks showing-up all black, any ideas? I can’t use misc_gamemodel in this area either.


(chavo_one) #2

The reason the trucks show up black is because they have “rgbGen lightingDiffuse” in their shaders. Unless you load the model into a program (like npherno) and change what shaders it uses, you will have to use the models ending in “_mm.md3”

You guessed it! “mm” stands for misc_model. These models don’t use the “rgbGen lightingDiffuse” line in their shaders. Unfortunately, the only “mm” models provided to you are of the blitz truck with the covered back.

Sorry to hear you can’t fix the r_speeds in your map. That’s a tough lesson to learn after you’ve put that much energy into something. Better luck next time! :slight_smile:


(Loffy) #3

I got a fps drop (down to 50) in one area in my map. The rest has >60. That made me perplexed. I coulnd understand why. THen I deleted the dynamic lights, two trees and one bush. Plus some brushwork. Problem gone! Amazing.
About trucks: I think Drakir has a nice prefab truck at his site, if you want to use a prefab.
Map on
// Loffy


(Wils) #4

Keep them as misc_models, and find out what shaders they’re using in npherno. Then make your own .shader file and copy those shaders to it, appending each shader name with _storm (or _ad, _ammodepot or anything else that clearly labels the shader as either yours or from the map Ammo Depot, in order to avoid conflicts).

Edit each shader and replace any rgbgen lightingdiffuse with rgbgen vertex, and save the .shader.

Load the map in radiant, and go to each truck in turn and add the following key:

“_remap” “textures/whatever/oldshader;textures/whatever/yournewshadername”

replacing the shader names with the actual ones from the model and the new ones you just made.

When you compile the map and it converts the misc_models into world geometry, it’ll replace the shader references with your new versions and light it correctly during the light stage.

Hopefully :slight_smile:


(Storm) #5

Thanks, gonna try it later this afternoon.

I new it could be fixed with .shader file work, just not how.

The main problem in my map is a striaght line of sight thought the map, and lots of terrain geometry.

my next map will be mostly indoor and that should help.

it is sad to work on something so long (3 months) and not have more people enjoy it.


(Fenris) #6

Just curiousity but will you be keeping the inner sandwall and inner barricade ? I had the map up on my server for a while (it’s gone now for the fps reason) and at the end when people were getting to know it, it usually ended up with axis having a flamer above the sandwall completely blocking the way to plant there. Rushing through was not an option either since MG’s were usually manned.

This is of course good use of resources (for axis), but could it be worth making the right or left side tunnels a bit longer, or a possibility to climb over/around the sand dunes to get past the blowable sandwall easier ?

Dunno what that makes to the gameplay, so it’s just a thought.