Doom ET map Released!


(Softwar) #21

Rtcw textures…I don’t have Rtcw…

Isn’t there a place where I can find them as .jpg or .tga?

:banghead: Softwar :banghead:


(nUllSkillZ) #22

I think they are used in maps that you have installed.


(Softwar) #23

Ok, I’ll search …

Some other questions =>

I can’t make a tracemap…when I type /developer 1 the console says =>


Developer mode is cheat protected

And how do I get my compass round? The map in it I mean, I found some command map tutorials but nothing about the compass.

:banana: Softwar :banana:


(nUllSkillZ) #24

That’s how I start my map:
“C:\Programme\Wolfenstein - Enemy Territory\mapping\ET.exe” +set sv_pure 0 +set developer 1 +set g_gametype 2 +devmap p7

Then you can create a tracemap.

After you have created a tracemap you can create the command map.
If you’re lazy just copy the tracemap from “/maps/mapname_tracemap.tga” to “/levelshots” and rename it to “mapname_cc.tga”.
Then you need a shader.
Create a new textfile in the “scripts” folder and name it “mapname_levelshots.shader”.
Add this shaderfile to the “shaderlist.txt”.
The shader:


levelshots/mapname_cc_automap
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/mapname_cc.tga
        depthFunc equal
        rgbGen identity
    }
}

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


(Softwar) #25

Ok,

I made my tracemap and I can use a mortar :smiley:

But I already have a Doom_levelshots.shader with this text =>


evelshots/Doom_cc_automap
{
   nopicmip
   nocompress
   nomipmaps
   {
      clampmap levelshots/Doom_cc.jpg
      depthFunc equal
      rgbGen identity
   }
}

levelshots/Doom_cc_trans
{
   nopicmip
   nocompress
   nomipmaps
   {
      clampmap levelshots/Doom_cc.jpg
      blendfunc blend
      rgbGen identity
      alphaGen vertex
   }
}


Yeeh, I use .jpg extensions but they work.

But what with the shaderlist.txt…? I heard that you have to add that to your pk3 but what do I have to put in that file?

I opened some pk3’s from other maps and some of them don’t have this shaderlist…

:banana: Softwar :banana:


(Softwar) #26

Ok,

so far so good,

I’m retexturing my map, but when I’m playing it I see strange light-spots on some walls.

Those weren’t there before,

how can I fix this? :banghead:

:banana: Softwar :banana: