well here we go:

As you can see I got some dust effect now, but it isn’t powerfull enough,
Also one of the compiling stages became increasingly larger(not the VIS 1), fogot the name dam
ty to cpt hank for reply now I use this as a shader an I understadn the worldspawn code excpet for fogclip and farplanedist
textures/purefrag/fog
{
qer_editorimage textures/sfx/fog_grey1.tga
fogparms ( 0.6 0.6 0.6 ) 2560
surfaceparm fog
surfaceparm nodraw
surfaceparm nonsolid
surfaceparm trans
}
So now I’m going to try and figure out how to make the fog effect denser
EDIT: just tried my map again tried to add command posts but failed lol nothing disappears so you got the brushes for constructed not contructed and blown up all through eachother :o
As for the dust failed to make it denser but did manage to change back the compile times to something sensible by making the fogclip and farplanedist 512 instead of 2048
Anybody that can tell me how to adjust the density f the fog?
Also when I viewed the map in low detail FPS jumps around between 20 and 40 (I have com_maxfps 43), so I though I'd try high detail to see how much worse it would get, but it didn't it got better?! then it stayed a stable 43 except when opening doors.... HOW is that possible?
script for command posts why isnt it disappearing? even at the beginning its all through eachother?
// ================================================
axis_cp_open
{
spawn
{
wait 100
accum 0 set 0 // 0=CP Closed, 1=CP Damaged
constructible_class 2 // Dyno+Satchel
trigger self disable_cp_features // Default charge bar times
setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate axis_cp_damaged_model invisible
wait 1000
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
// *----------------------------------- vo ------------------------------------------*
}
trigger disable_cp_features
{
setstate axis_cp_open_model invisible // Hide Open CP model
setchargetimefactor 0 soldier 1
setchargetimefactor 0 lieutenant 1
setchargetimefactor 0 medic 1
setchargetimefactor 0 engineer 1
setchargetimefactor 0 covertops 1
sethqstatus 0 0 // Landmines team warning message
disablespeaker speaker_axis_cp // Disable morse code sound
}
trigger enable_cp_features
{
setstate axis_cp_open_model default // Show open CP model
setchargetimefactor 0 soldier 0.75
setchargetimefactor 0 lieutenant 0.75
setchargetimefactor 0 medic 0.75
setchargetimefactor 0 engineer 0.75
setchargetimefactor 0 covertops 0.75
sethqstatus 0 1 // Landmines team warning message
enablespeaker speaker_axis_cp // Enable morse code sound
}
buildstart final
{
setstate axis_cp_closed invisible // Hide closed CP clipbrush+model
setstate axis_cp_closed_model invisible
setstate axis_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate axis_cp_damaged_model invisible
}
built final
{
accum 0 set 1 // Only show the damaged CP model
trigger self enable_cp_features // Increase charge bar times
wm_announce "Axis Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_constructed"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed_axis"
wm_addteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
// *----------------------------------- vo ------------------------------------------*
}
decayed final
{
setstate axis_cp_open_model invisible // Hide Open CP model
trigger self show_damaged_cabinet // Show previous cabinet state
trigger self show_closed_cabinet
}
death
{
trigger self show_damaged_cabinet // Show damaged CP model
trigger self disable_cp_features // Default charge bar times
wm_announce "Allied team has destroyed the Axis Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 0 "axis_hq_compost_damaged"
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_removeteamvoiceannounce 1 "allies_hq_compost_constructed_axis"
// *----------------------------------- vo ------------------------------------------*
}
trigger show_closed_cabinet
{
accum 0 abort_if_equal 1 // Closed cabinet active yet?
setstate axis_cp_closed default
setstate axis_cp_closed_model default
}
trigger show_damaged_cabinet
{
accum 0 abort_if_equal 0 // Damaged cabinet active yet?
setstate axis_cp_damaged default
setstate axis_cp_damaged_model default
}
}
// ================================================
allied_cp_open
{
spawn
{
wait 100
accum 0 set 0 // 0=CP Closed, 1=CP Damaged
constructible_class 2 // Dyno+Satchel
trigger self disable_cp_features // Default charge bar times
setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate allied_cp_damaged_model invisible
wait 1000
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_construct"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
// *----------------------------------- vo ------------------------------------------*
}
trigger disable_cp_features
{
setstate allied_cp_open_model invisible // Hide Open CP model
setchargetimefactor 1 soldier 1
setchargetimefactor 1 lieutenant 1
setchargetimefactor 1 medic 1
setchargetimefactor 1 engineer 1
setchargetimefactor 1 covertops 1
sethqstatus 1 0 // Landmines team warning message
disablespeaker speaker_allied_cp // Disable morse code sound
}
trigger enable_cp_features
{
setstate allied_cp_open_model default // Show open CP model
setchargetimefactor 1 soldier 0.75
setchargetimefactor 1 lieutenant 0.75
setchargetimefactor 1 medic 0.75
setchargetimefactor 1 engineer 0.75
setchargetimefactor 1 covertops 0.75
sethqstatus 1 1 // Landmines team warning message
enablespeaker speaker_allied_cp // Enable morse code sound
}
buildstart final
{
setstate allied_cp_closed invisible // Hide closed CP clipbrush+model
setstate allied_cp_closed_model invisible
setstate allied_cp_damaged invisible // Hide damaged CP clipbrush+model
setstate allied_cp_damaged_model invisible
}
built final
{
accum 0 set 1 // Only show the damaged CP model
trigger self enable_cp_features // Increase charge bar times
wm_announce "Allied Command Post constructed. Charge speed increased!"
// *----------------------------------- vo ------------------------------------------*
wm_removeteamvoiceannounce 1 "allies_hq_compost_construct"
wm_teamvoiceannounce 1 "allies_hq_compost_constructed"
wm_teamvoiceannounce 0 "axis_hq_compost_constructed_allies"
wm_addteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
// *----------------------------------- vo ------------------------------------------*
}
decayed final
{
setstate allied_cp_open_model invisible // Hide Open CP model
trigger self show_damaged_cabinet // Show previous cabinet state
trigger self show_closed_cabinet
}
death
{
trigger self show_damaged_cabinet // Show damaged CP model
trigger self disable_cp_features // Default charge bar times
wm_announce "Axis team has destroyed the Allied Command Post!"
// *----------------------------------- vo ------------------------------------------*
wm_teamvoiceannounce 1 "allies_hq_compost_damaged"
wm_addteamvoiceannounce 1 "allies_hq_compost_construct"
wm_removeteamvoiceannounce 0 "axis_hq_compost_constructed_allies"
// *----------------------------------- vo ------------------------------------------*
}
trigger show_closed_cabinet
{
accum 0 abort_if_equal 1 // Closed cabinet active yet?
setstate allied_cp_closed default
setstate allied_cp_closed_model default
}
trigger show_damaged_cabinet
{
accum 0 abort_if_equal 0 // Damaged cabinet active yet?
setstate allied_cp_damaged default
setstate allied_cp_damaged_model default
}
}
I followed the 2bit tutorial to make this, only thing I did that he said not 2 was turned the axis command post to face east and the allies to face west, but I have the same problem with both...
I also turned the ammo and health cabinets, which he said not to do, but that worked fine so thats why I thought it would be possible with command posts too.