In front of the above information, The RTCW’s fans can wait for the publication of the single player version of Capuzzo., because I wrote earlier that this work has a beginning, middle and end.
It only lacks the finish.
Exclusive map testing - First 2 maps of SP Capuzzo
I have news but don’t get your hopes up.
After writing that last post I did work a little on the heat map, but that did not progress much. However I figured some things I did not figure earlier about the third map and got carried away. Had few 12h marathon sitdowns and made unbelievable fast progress. Currently it looks quite ready some detailing and few models needed, am on the scripting atm. Tho it might take a while as have had a few barriers to overcome. Atm one fker refuses to mount a mg and it takes 20 mins to recompile every time. Also am experimenting with the cameras to make a cutscene. I got my truck scripted already and first set of AI’s set up untweaked.
Also we had a new and unique map idea with Pegazus, more about it perhaps! Well he got the idea…
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Indeed! Anyway if I can beat the mg fker up I should have a playable third map in fairly short amount of time (and if I learn cameras fast). Then I’ll probably go for the final map (and later if I want to I’ll make move-to-final-map)… Tho in a few days my gf will be back from her holidays so that cuts my time alot.
I’d love to see this project final aswell. (With 6 maps… :D)
Update:
Got around the mg bug, was a weird AI_trigger issue. Got the AI pretty much ready atm and am working on the camera. It’s a bit slow as the camera plugin does not work well in my 1.4 (and I suck at using 1.4), so I decided I’ll create the cutscenes and learn the camera system entirely in text form. I got the first camera scripted already and I can write/read the camera script well enough now. The third map is very close to a releasable state!
One thing tho. Anybody know about target_smokes viewing distance? It’s probably a cvar setting right? Other good ideas for a workaround? Or is it a bug? The smoke dissapears in a fairly short distance. I haven’t really got time to look into it, but if someone would know about it already, it would save me some trouble.
Something about cameras.on this link: http://www.megaupload.com/?d=HV3RTVWF
About “Smoke”, i think this is one propertie of the game, because we can choose on “OPTIONS” if we see “Particles” or not.
If we are lucky, we will have a 3 map release this year!! I decided to edit the older maps too. So assuming everything compiles fine… I have TONS to compile without any re-recompiling anyway. And I have a lot of tweaking to do and story to write. But just to inform you that it’s closing… Stay tuned!
Vicpas. There is no special ambient settings for that house. Every “inside” location has the same light conditions. That house uses a bit darker texturing that creates an illusion, same with the caves. However the lightning is obviously darker inside than outside. For that I used _minlight instead of ambient light. Instead of adding light, it will simply set the minimum amount of light level wide. Ambient light adds light, so it will wash away some shadows. Use either of them, not both.
Then I have fairly high amount of light casted from my special sky shader. Do note the light/shadow detail in my shader is very high, so this will eat up a lot of memory. It would be a huge waste in a regular map.
My worldspawn:
_color 1 0.94 0.85
_minlight 33
Sky shader:
//Compile: -fast -dirty -samples 3 -bouncescale 0.5 -bounce 2
textures/capuzzo/sky
{
nomipmaps
nopicmip
q3map_sunExt 0.75 0.7 0.6 120 225 50 3 32 //same as q3map_sun + deviance (half shadows)+ samples
q3map_lightmapFilterRadius 0 8 //to stop "stadium lights" without longer compile
q3map_skylight 70 6 //amount (brightness) + iterations ("quality")
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm nodlight
surfaceparm sky
skyparms full 512 -
{
clampmap textures/capuzzo/sky.tga
tcMod scale 0.956 0.956
tcMod transform 1 0 0 1 -1 -1
rgbGen identityLighting
//depthWrite
}
}
Ps. 3 first maps share the same sky shader. Fourth and the rest of the maps have totally different lightning, which also uses a bit less memory. And they also use ambient lightning. The terrain is not important in it, since they are located in a real city scene.