[MAP]Outer_Space


(BackSnip3) #41

Correct dude.Recompile and enjoy :slight_smile:


(dwe_flame) #42

ok, lets do that and… wait for the compile… z z z z 1 hour approx


(dwe_flame) #43

[QUOTE=dutchman;225491]…
And another question, is it ctf friendly ? :slight_smile: I don’t know the word but are both sides/ways the same as in many ctf maps ?[/QUOTE]

i think this canbe done in the first part of the map yes.
maybe once the obj version is done, i can think of making also a ctf version.
but then i will delete phase 2 and 3 of the map, and expand phase 1 some more.
but should be possible i guess =)


(UJERebel) #44

Thx for the information, looks nice!!

But only 2 ways into the big ship? maybe add some flying ships ( small for 3 persons or si) from the 1 ship tio the other 1…


(dwe_flame) #45

should be enough this way :slight_smile: i guess you will see once you play it (in a week or so, i hope, maybe sooner :stuck_out_tongue: )


(UJERebel) #46

yeah, great!! can’t wait :wink:

Just make sure if axis have 2 soldiers with mg, allies have no way to go ( for example) thx :wink:

(y)


(dwe_flame) #47

[QUOTE=BackSnip3;225500]Thanks for your description :slight_smile:

Yes flickering lights is nice on some spots :slight_smile:
Q3map_shadeangle is a command you need to put in the surface parameters of your terrain to smooth it and not looking flat as it is now.
For example:

textures/example/grass
{
       qer_editorimage textures/temperate_sd/master_grass_dirt3.tga	
[B]       q3map_nonplanar
       q3map_shadeAngle 80 [/B]
	surfaceparm grasssteps
	surfaceparm landmine	
	{ 
		map textures/temperate_sd/master_grass_dirt3.tga
	        rgbGen identity
	}	
   	{
      		map $lightmap
      		blendFunc GL_DST_COLOR GL_ZERO
      		rgbGen identity
   	} 
}

:D[/QUOTE]

ok, that worked out great =)

i gonne give that a try too on that ship hull, just to take a look at the effect if will give on it there :stroggbanana:


(dwe_flame) #48

mmm that did not work out as planned. at first it had no surfaceparm. but it now gets automatically a metal sound, that i dont want :stuck_out_tongue:
just want the default sound.

any ideas on that ?


(UJERebel) #49

I think ( if you can’t figure out why… ofc :wink: ) that you will have to live with this, or try this:

4.8.16 nosteps 
The player makes no sound when walking on this texture.

shader manual

look in surfaceparm - nosteps


(dwe_flame) #50

no i want that default sound.
so you hear the steps and the inpact and everything
but not the gravel/metal/glass/…
just like it is a plain texture. but once i add shader for it, it makes it metal ?


(stealth6) #51

check the shader for “metal” (ctrl-f)
“surfaceparm metalsteps”

that’s what you are looking for, without it the texture should sound like normal.


(dwe_flame) #52

i had it like this:


textures/outer_space/hull_2
{
	q3map_nonplanar
        q3map_shadeAngle 80
	qer_editorimage textures/outer_space/hull.jpg
	{
	map $lightmap
	rgbGen identity
	}
	{
	map textures/outer_space/hull.jpg
	blendFunc filter
	}
}

maybe something when wrong during the compiling. maybe i should try again or should i change something in this shader ?

but it sounded like metal :confused:


(stealth6) #53

that’s odd are you sure you don’t have it listed in the shader twice, with different values?


(UJERebel) #54

Try again with no shader, or recompile:rolleyes:

Weird tough


(DerSaidin) #55

Wrong game perhaps?

http://tremulous.net/

Throw in the tremulous specific entities and maybe replace some textures and it’d be right at home.


(dwe_flame) #56

i just do the compile again and see what will happen


(dwe_flame) #57

ok got the metal sound gone now
but now i get this strange light error as you see here on this screenshot:


(UJERebel) #58

are these brushes structural? or is the mover to high?


(dwe_flame) #59

also happens too other places :confused: (structural and non-structural brushes where some structural have a strange looking shadow over it)
this is the shader:

textures/outer_space/hull
{
q3map_nonplanar
q3map_shadeAngle 80
qer_editorimage textures/outer_space/hull.jpg
{
map $lightmap
rgbGen identity
}
{
map textures/outer_space/hull.jpg
blendFunc filter
}
}

basicly all i want that it does is the hull.jpg with that q3map_nonplanar and q3map_shadeAngle 80 so i get rid of those “lines” where the angle of the slope changes.


(UJERebel) #60

[QUOTE=dwe_flame;225665]also happens too other places :confused: (structural and non-structural brushes where some structural have a strange looking shadow over it)
this is the shader:

textures/outer_space/hull
{
q3map_nonplanar
q3map_shadeAngle 80
qer_editorimage textures/outer_space/hull.jpg
{
map $lightmap
rgbGen identity
}
{
map textures/outer_space/hull.jpg
blendFunc filter
}
}

basicly all i want that it does is the hull.jpg with that q3map_nonplanar and q3map_shadeAngle 80 so i get rid of those “lines” where the angle of the slope changes.[/QUOTE]
Don’t know much about shaders tough, just try to remove first the whole shaders, if its fixed, look for the problem causing line :stuck_out_tongue: