help for my new map : Rochefort


(Miki) #61

sky works now,

but i dont get snow…

i got this (of course whitout “”)

“atmosphere” “T=SNOW,B=5 10,C=0.5,G=0.3 2,BV=20 30,GV=25 40,W=3 5,D=2400”

still, no snow!:slight_smile:

and landmines work, but i got the black/orange boxes, instead of my snow texure…

this is the shader part


textures/snow_sd/snow_var01_big
{
	surfaceparm landmine 
}

(Miki) #62

sorry to be inpatient here :twisted: but i have a beta test of my map in a few days, and the admin wants to see it tonight, so i realy have to fix the landmines problem…


(89blitz) #63

Load map
/developer 1
then
/generatetracemap

Edit - Make sure your corordinets are square :slight_smile:


(RayBan) #64

well… looking at your shader

textures/snow_sd/snow_var01_big
{
   surfaceparm landmine
}

the problem appears that your defining surfaceparms for the shader,
but you dont define a texture to use… naming the shader after a texture
that exists is not enough, you have to “map” the texture…
either in stages or implicit.

also i would not recommend naming your shader to directly mirror where
the original sd texture is… ie… textures/snow_sd/snow_var01_big

you should name your textures to something like textures/mymap/snow_var01_big
and then setup the proper paths inside your shader to map the texture as
well as any surfaceparms, the reason for that is down the road someone
may decide to layout a texture for their map the same way, and it can
cause the shader in your map to be ignored for theirs, and what they
do with their shader may not be what you like… but you’d be stuck with it
while their map runs on the same server.


textures/mymap/snow_var01_big
{
     qer_editorimage textures/snow_sd/snow_var01_big.tga
     surfaceparm landmine
     surfaceparm snowsteps
     {
          map textures/snow_sd/snow_var01_big.tga
          rgbGen identity
     }
     {
          map $lightmap
          blendFunc GL_DST_COLOR GL_ZERO
          rgbGen identity
     }
}

the above shader should work…


(Miki) #65

Okey, it works ;). Tj :slight_smile:

now, in maps like Railgun, if you look far, you won’t see the map, but “gray” and if you go closer, then you will see what is realy there… I think this may higher up your FPS? so how do you do that?

and btw, my snow isnt falling down like it should ;).


(-SSF-Sage) #66

Search for fog. You WILL find help. The fog takes fps too. But it is possible to get higher fps with fog blocking, but I would suggest you to use that as a last wild card. ONLY if there’s no other option for better performance. I’m talking about getting lower fps, but for decoration you could use it if you afford some fps. As I’ve heard it takes about 10 fps away. I haven’t check the difference in my own map.


(Miki) #67

do you know a site where you have tip’s and tricks to get higher FPS?

like Caulk maps and so on …

EDIT : how do i let sky move??
and how do i let it snow? since it doesnt work yet…


(Miki) #68

Okey, year later, still map not done :smiley:

I’m working on a 'swimming pool ', now, but, swimming pools need water!
i cant find a working tut about how to make water…


(Pegazus) #69

Maybe this helps you? :slight_smile:

http://www.pythononline.co.uk/et/tutorial30.htm


(Miki) #70

No, thats the one that doesnt work :smiley:

Click textures/liquids/liquids_sd and select the siwa_waternodraw to texture the whole brush. Then select just the surface face of the brush and apply siwa_water. Then press ESC.

I dont got a /liquids/liquids_sd folder…
EDIT

Okey works now :smiley:


(Miki) #71

Okey new problem

I want a ‘sercret’ room, a wall that you can shoot, and if your in the room, a text appears on your screen

‘Oh Noes! You have found the secret (credits) room’

You have about the same in warbell, at the curch (need a miracle? try praying!) but i haven’t got an idea how to make that :smiley:

EDIT : after compiling, i got a few walls where you just can ‘look’ trough from one side… , Really annoying, you can just SEE into the axis spawn, but the axis cant look trough that wall. And the wall exists, cus u cant shoot trough


(-SSF-Sage) #72

Do you mean target_print (give spawnflags: 4 for activator only)? You can trigger that with for example trigger_multiple.


(Miki) #73

well what i want is easy: guys comes in room, only the one in the room sees it


(stealth6) #74

make a trigger_multiple and a target_print

in target_print you press N then fill in
key: message
value: Oh noes You uber leet

or what ever you want your text to be… you can also use color codes like ^1 or ^4 for example (I think you know what I mean)

then you tick the box private (so only the person in the trigger_multiple sees it)

then press esc
select the trigger_multiple
THEN the target_print (if you do the target_pint the the trigger it will go wrong)
then press ctrl+k
this connects the message to the trigger

alternatively you could fill in a targetname by the target_print and a target by the trigger

EDIT: as for invisible walls maybe a brush cleanup?


(Miki) #75

okey ty, ill try that

I used a backup, I dont know what the ‘bug’ was, but the backup works so…

EDIT 1 : works, TY!


(Miki) #76

new problem




up

Below

Outside

Inside

In the radiant itself , these are all SOLID textures, this is really annoying, for sure the last 2, cus that is one of the 2 axis spawns. Allies can just look in and see when axis spawn.

I don’t know why, but it is very annoying :smiley:


(DeatH) #77

Use the brushcleanup tool (looks like a recycle logo) as i can pretty much guess you used csgsubtract to make doorways and windows etc etc. NEVER use csgsubtract it is too messy!


(Miki) #78

i dont know what csgsubtract is, i think i never used it,
and brushcleanup results in nothing Oo


(stealth6) #79

maybe you should check that it is not 2 indentical brushes on teh same place, or replaceing the brush…


(Miki) #80

I checked it, but there are no brushes there, there is not even another brush in…

so that’s not the problem.

i think someone advised me to use something else then Q3map2 to compile or something…