Command Map Question


(Benfun7) #1

Hi,
My map is now 97% done. I followed this tutorial to make my command map:

http://www.wolfensteinx.com/surface/tutorials/et_command_maps.html

Dose any one see any thing wrong with this tutorial? Cause I followed the directions but my command map is not showing up on the limbo screen.

Also I get this in the consoul when the game first starts:

“Error no tracemap found.”

Please help me again.

Thanks,
Ben


(CptnTriscuit) #2

Im not sure if the tutorial is wrong or not, but I always thought the command map .shader had to be named yourmapname_tracemap.shader but the tutorial says yourmapname_levelshots.shader.

Also, make sure you:
1.) Add yourmapname_tracemap.shader to your shaderlist.txt
2.) Make sure your .tga’s are saved in the levelshots directory, not the textures directory.
3.) That yourmapname_tracemap.shader is actually has the same nameas your .bsp & tracemap. (Did you save your map as a different name since you generated the tracemap?)


(thegnat) #3

mapname_cc.tga goes into etmain/levelshots (24bit TGA is ok, if you don’t have any transparent parts on the commandmap)

The name of the shader isn’t really important - just for a better overview, what file belongs to which map. Important is, what you define in the .shader file. What Surface provides you in the tutorial seems to be ok.

The error “no tracemap found” has nothing to do with the actual commandmap. The tracemap is important for mortars and weather effects to work properly.
Tracemaps have to be in etmain/maps

And as CptnTriscuit mentioned, make sure all (base)names are the same. (yourmapname.bsp, yourmapname.script, yourmapname_cc.tga, yourmapname_tracemap.tga…)


(Benfun7) #4

Ok I copyed fuel dumps map to etmain/levelshots and named it mymapname_cc and it worked. But the map I made will not. Do you know of somthing I could have done wrong? I saved it as a 16 bit TGA.

Thanks so much!
Ben


(Benfun7) #5

I solved the problem. I changed it to 512*512 Pixels (same size as fuel dump) and it worked!

Ben


(Ifurita) #6

checking the error messages when you play a map always works too. Command maps have to be square, not necessarily 512 x 512. If yours was not, then it would have give you the error message that your CM wasn’t a power of 2


(Benfun7) #7

Oh then that was the problem. My map was originaly 412 by 416 I think.

Also can you tell me how to get the “press l for limbo” and the “spectator” off when I am in spec mode so I can take the screen shots of my map?

Thanks,
Ben


(Ifurita) #8

in the console, type /cg_draw2d 0

If you search for threads authored by me, you should be able to find a nice little map testing config I put together


(Benfun7) #9

Ok thanks


(ygan) #10

I have a problem with command map

the picture is in the levelshots directory.
512*512 24bit tga image
image name:town_cc.tga
shader file name:
town_levelshots.shader

map name: town

the shader file:

levelshots/town_cc_automap 
{ 
   nopicmip 
   nocompress 
   nomipmaps 
   { 
      clampmap levelshots/town_cc.tga 
      depthFunc equal 
      rgbGen identity 
   } 
} 

levelshots/town_cc_trans 
{ 
   nopicmip 
   nocompress 
   nomipmaps 
   { 
      clampmap levelshots/town_cc.tga 
      blendfunc blend 
      rgbGen identity 
      alphaGen vertex 
   } 
}

What is the problem?

(i have 2 ET in program files and in the first ET the command map is ok but in the 2. ET not ok)


(Ifurita) #11

What is NOT working? Does it not show up? Does it show up but looks wrong?


(ygan) #12

not show up


(ygan) #13

http://protoss-et.uw.hu/dl/town.zip


(EB) #14

You have 2 town_cc images and they’re different formats. Remove the “town_cc.jpg” from your files, re-zip the .pk3 and it should work fine.


(Ifurita) #15

Works fine for me


(ygan) #16

the problem maybe in the ET installation…
(i delete the town_cc.jpg and not ok)


(ygan) #17

thx for help :slight_smile:


(EB) #18

repeat what Ifurita said here.