help for my new map : Rochefort


(Miki) #41

okey, but how do i add it in radiant? :stuck_out_tongue:


(Flippy) #42

What kamikazee showed you is part of the shader file that holds your sky texture’s shader.
I don’t know which sky your using but find the right one in the right shader and look if it has the Sky parameter.

Same goes with the ā€˜surfaceparm landmines’ bit, that also goes into the shader of your ground texture.


(Miki) #43

It doesnt work :frowning: the mg42 is still there…

this is my script (part)

wall1
{
	spawn
	{
		wait 200
		constructible_class 3	//dynamite needed
	}

	death
	{
	alertentity mg42
		wm_announce "Allies have destroyed the bunker wall!"

		// *----------------------------------- vo ------------------------------------------*
		wm_teamvoiceannounce 0 "v2_rocket_axis_walls_destroyed"
		wm_teamvoiceannounce 1 "v2_rocket_allies_walls_destroyed"
		// *---------------------------------------------------------------------------------*

		wm_objective_status 		4 0 2
		wm_objective_status 		4 1 1
		
		trigger game_manager walls_counter
	}
}

the mg has a targetname : mg42.


(kamikazee) #44

If you want it to disappear, try setstate mg42 invisible instead of the alertentity command.


(Miki) #45

oley that did it :wink:

Now, is there a way to let textures ā€˜run into eachother’ that you have not like

SNOW SNOW SNOW || ROCK ROCK ROCK but
SNOW bit rock/snow rock/snow bit snow/rock ROCK? :slight_smile:

i dont know if i’m clear :stuck_out_tongue:

EDIT another question , how do you work whit the ā€œtree planter?ā€


(Wezelkrozum) #46

you mean textureblending but i don’t know how it works


(-SSF-Sage) #47

Blending. It’s the alpha textured brushes and the shaders that gives us blending. :wink:

Just put the models and clips with hand (if this plugin is to add trees). Not sure if treeplanter even works.


(AlmarM) #48

Lol Miki xD
I didnt even tested the map yet… But I can make the tank… Only let it drive No stopping… :stuck_out_tongue:


(Miki) #49

in the tutorial it sais :

Then create nice brush with alpha shader 0% in middlepoint of the terrain brushes

i diddnt find alpha shader :s…

and i think my .shader isnt correct as well

/* SNOW */
textures/snow_sd/snow_var01_big
{
   qer_editorimage textures/snow_sd/snow_var01_big.tga   

       q3map_forceMeta
       q3map_nonplanar
       q3map_shadeAngle 179
   surfaceparm landmine   
   {
      map textures/snow_sd/snow_var01_big.tga
           rgbGen identity
   }   
      {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ZERO
            rgbGen identity
      }
}
/* ROCK */
textures/snow_sd/bigrock_rounded_faint
{
   qer_editorimage textures/snow_sd/snow_sd/bigrock_rounded_faint.tga
   
   q3map_forceMeta
      q3map_nonplanar
      q3map_shadeAngle 179
   surfaceparm landmine   
   {
      map textures/snow_sd/snow_sd/bigrock_rounded_faint.tga
           rgbGen identity
   }
   {
      map textures/snow_sd/snow_var01_big.tga
      blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA            
            rgbGen identity
            alphaGen vertex
      }
      {
            map $lightmap
            blendFunc GL_DST_COLOR GL_ZERO
            rgbGen identity
      }
}

its for blending

snow_sd/snow_var01_big
snow_sd/bigrock_rounded_faint

i dont see Bigrock_founded… anymore, now its the oragne/black boxes

edit: other question : how do you do something if a team win. Like an Railgun, the gun fires if the game is over… i would like something like that :stuck_out_tongue:


(Miki) #50

could someone make me a little .map file and .shader file, that blends? :slight_smile:


(Miki) #51

is everybody dead around here? or isnt there anybody to answer? :s

edit : another question , the rochefort_CC.tga doesnt show up in the limbo…


(Magic) #52

Not long ago this was posted : Raybans example map with new foliage/blending

You should read this forum every day if you are doing a map , you can find lots of stuff :smiley:


(stealth6) #53

I am not dead :P, but I don’t know alot about mapping yet…

http://www.splashdamage.com/forums/viewtopic.php?t=17400&postdays=0&postorder=asc&start=0

here is a topic from rayban and top screenshot he uses blending, and I think the first download is that map so you can see it…

I downloaded it but havent looked yet, so I can’t say for sure

As for the limbo, I don’t know sorry, when I made mine it worked fine first time…


(Magic) #54

Ahh - youre to slow stealth :smiley:


(-SSF-Sage) #55

Did you remember the shader for the command map? :stuck_out_tongue: Here is an example shader. Just rename all the mymap to your maps name (same as the name of bsp etc.). File name is mymap_levelshots.shader. And put it to your scripts folder.

 levelshots/mymap_cc_automap
{
    nopicmip
    nocompress
    nomipmaps
    {
        clampmap levelshots/mymap_cc.jpg
        depthFunc equal
        rgbGen identity
    }
}
levelshots/mymap_cc_trans
{
    nopicmip
    nocompress
    nomipmaps
    {
         clampmap levelshots/mymap_cc.jpg
         blendfunc blend
         rgbGen identity
         alphaGen vertex
    }
}

(Miki) #56

the map works now (limbo)(but you dont see it on compas!) bending works (a bit)

Tj for help tell now ;).

i added

snow_sd/snow_var01_big
{
surfaceparm landmine
}

to my shader, but it doesnt work!!! :frowning:

also air support doesnt work :

skies/fueldump_clouds
{
   surfaceparm sky            //flags compiler that this is sky
   surfaceparm noimpact
   surfaceparm nolightmap
   surfaceparm nodlight
}

what am i doing worng.? :roll: :?


(-SSF-Sage) #57

Hi

You don’t have any other info on your shader. Copy out the existing ones (founds from the pak0.pk3 scripts.) Then make your own shader file, make sure you add the name of the file to your shaderlist (scripts folder). Then add the lines there. Add the line to your own copy. Never modify the existing stuff, copy them to your own stuff and then modify. Here is an example of one shader from radar’s terrain where I add the cmd.

textures/radar/lmterrain2_0 //ALWAYS NAME THIS WITH OTHER NAME, like textures/mymap/stuff
{
	q3map_baseshader textures/radar/lmterrain2_base
        surfaceparm landmine //some place here
	{
		map textures/temperate_sd/master_grass_dirt3.tga
		rgbgen identity
                //not here
	}
	{
		lightmap $lightmap
		blendFunc GL_DST_COLOR GL_ZERO
		rgbgen identity
                  //not here
	}
}

For your sky shader you had the info that flags the compiler it’s a sky and other stuff, but you’ll need a lot of other info aswell. Check the shader file for the fueldump sky (fueldump/fueldumpsky) for an example, or just use that if you are lazy.

If your command map pic works on the limbo, but not on the compass, you probably missed some place on your shader. Made a typo or then forgot to modify something. Check them. You’ll probably see the problem when you check at the console. It’s always good to check the console, cos that’s the most common place where you see the problems.

edited


(TALON193) #58

have you paid a visit to here :- http://www.pythononline.co.uk/et/tutorial.htm

its the mapping site of 2bit from the tibet clan ( he’s made several maps )

if your stuck pop over thier forums and just ask a question , they are very friendly over there. they are working on a new map atm ( operation chariot ) . which fromthe screenshots they have is looking VERY good .

http://tibetclan.proboards22.com/index.cgi

check it out


(Miki) #59

I realy dont succeed in it :wink:

i tried it, but didnt find it out. i’ll try it again later. I also try to copy EXACTLY the shader sky part of Fueldump, whitout succes

textures/rochefort/sky
{
	qer_editorimage textures/skies/fueldump_clouds.tga
	q3map_lightrgb 0.8 0.9 1.0
	q3map_skylight 85 3
	q3map_sun 1 .95 .9 200 210 28
	skyparms - 200 -
	surfaceparm nodlight
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm sky
	{
		map textures/skies/fueldump_clouds.tga
		rgbGen identity
	}
	{
		map textures/skies/fueldump_clouds.tga
		blendfunc blend
		rgbGen identity
		tcMod scroll 0.0005 0.00
		tcMod scale 2 1
	}
}

(-SSF-Sage) #60

Why don’t you just use it. :smiley: Just select it from the textures menu and that’s it. What do you mean by not success?