Correct dude.Recompile and enjoy 
[MAP]Outer_Space
[QUOTE=dutchman;225491]…
And another question, is it ctf friendly ?
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 =)
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…
should be enough this way
i guess you will see once you play it (in a week or so, i hope, maybe sooner
)
yeah, great!! can’t wait 
Just make sure if axis have 2 soldiers with mg, allies have no way to go ( for example) thx 
(y)
[QUOTE=BackSnip3;225500]Thanks for your description 
Yes flickering lights is nice on some spots 
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:
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 
just want the default sound.
any ideas on that ?
I think ( if you can’t figure out why… ofc
) 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.
look in surfaceparm - nosteps
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 ?
check the shader for “metal” (ctrl-f)
“surfaceparm metalsteps”
that’s what you are looking for, without it the texture should sound like normal.
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 
that’s odd are you sure you don’t have it listed in the shader twice, with different values?
Wrong game perhaps?
Throw in the tremulous specific entities and maybe replace some textures and it’d be right at home.
ok got the metal sound gone now
but now i get this strange light error as you see here on this screenshot:
also happens too other places
(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=dwe_flame;225665]also happens too other places
(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 