Multiple Command maps


(Thej) #1

Hi there.

A friend of mine and me are making a map that has two height levels, and i read somewhere that it is possible to have up to 3 command maps for a map, but how does this work, cause i cant find any info on that.
Any help would be much appreciated.

Updated our site btw, so have a look :smiley:

We are calling our map “Rocket Base”


(DeAtHmAsTeR) #2

the lighing in your map is good :slight_smile: makes everything look secretive :wink:

about the multiple command map:

Are you sure this isnt a rumour? have you seen it in practice (have you played in a game with it)


(Fluffy_gIMp) #3

Yes it is possible, here’s the word from djbob:

In worlspawn:
“cclayers” key must be set to the number of levels you want
&
“cclayerceilXXX” set to the height of the ceiling for that layer
where XXX = 0 to numlayers - 1

Instead of calling the commandmap shaders “levelname_cc” “levelname_cc_trans” and “levelname_cc_autmap”
use “levelname_XXX_cc” etc
where again XXX = 0 to numlayers - 1

-Fluffy_gIMp


(Thej) #4

Thx alot for the reply Fluffy. but i dont understand this bit, must be cause im Dutch :expressionless: where XXX = 0 to numlayers - 1

And i know the map looks dark, but when ingame its lighter then the screenshots i make


(SCDS_reyalP) #5

Your layers are numbered starting at zero. So where he put XXX you will have number from zero to one less than the what you put in for cclayers.

Or maybe I’m all wrong and the next splash game will be an XXX product :stuck_out_tongue:


(niko) #6

where XXX = 0 to numlayers - 1

xxx = 0 to numlayers - 1

picture it like such

xxx = 0 to (numlayers - 1)
for numlayers = number of layers used

define numlayers as the number of layers you have for command maps
subtract one

then you have xxx

much like starting to count with 0 instead of 1

so,

Layer0
Layer1
Layer2

instead of

Layer1
Layer2
Layer3

atleast, thats what i think they meant…

i am not a mapper, but would someday, like to wake up and dream :stuck_out_tongue:


(Thej) #7

Lol, i read -1 instead of - 1 :slight_smile:


(Thej) #8

Ok it seems i cant get it to work :angry:

i have my shaderfile for the map with the following:

levelshots/rocketbase_1_cc_automap
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/rocketbase_1_cc.tga
depthFunc equal
rgbGen identity
}
}

levelshots/rocketbase_1_cc_trans
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/rocketbase_1_cc.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
}

levelshots/rocketbase_0_cc_automap
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/rocketbase_0_cc.tga
depthFunc equal
rgbGen identity
}
}

levelshots/rocketbase_0_cc_trans
{
nopicmip
nocompress
nomipmaps
{
clampmap levelshots/rocketbase_0_cc.tga
blendfunc blend
rgbGen identity
alphaGen vertex
}
}

In the worldspawn i have the following values added

Key = cclayers
value = 2

key = cclayerceiling0
value = 600

key = cclayerceiling1
value = 1200

i have 2 TGA piccies called

rocketbase_0_cc.tga
rocketbase_1_cc.tga

my map has 2 levels and u start at the top level, but when i start the game it shows the pic from the bottom level

And i get this error

No valid command map layer for z

So if anyone could help me out here, i would really apreciate it!

Thx in advance!


(chavo_one) #9

Just looking at what you have provided I see a pair of typos.


(Thej) #10

AAAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHH :banghead:

Thx alot Chavo!


(RivrStyx) #11

Hey all.
Got a problem. The map i’m doing has multiple levels and i have the multiple commands maps working…etc.
Problem is there are objectives on all levels/layers. They all only show up on the top level/layers command map though. I thought it would be automatic as i went from level to level the objectives would appear on that level/layers command map as the CM switched. The command map markers are within the specified layer.

Any ideas what i need to do to make the objectives show on the command map for that particular level/layer?


(MadMaximus) #12

so they are all showing on the top layer? but if you go down a layer they all disappear? or do they all show still…

i understand what your getting at though…


(Ifurita) #13

The command map will only show things that are on that level. So if all your objectives are on the ground level and you go down into the tunnels, you won’t see any CM markers


(MadMaximus) #14

i just did a quick test, 2 levels with 5 command map objectives, 4 on the top and 1 on the bottom… when i start out, only 1 shows on the top and the rest don’t when the other 3 should… and as i drop down a level the one i put down there shows as well as the other 3 from the top… and the original one that was showing on the top disappears… really wierd…

this is something i have to figure out, as my map has 2 levels that i want seperate command maps for…


(chavo_one) #15

Are you setting the height of your layer ceilings correctly? If you don’t correctly measure how high the ceiling is for a layer, then the command markers might get placed on the wrong layer.


(RivrStyx) #16

Hmmm… CM markers are within the correct layers. Theres 3 layers… objectives on each. But all show on top layer… none on the other layers as i move down. They disappear. Hmmm…


(chavo_one) #17

What values are you setting your ceilings to and do the player icons show up on the correct layers as you move through the map?


(RivrStyx) #18

Player icon show up correctly. Maps change when i want them to. Just all objectives are on top layer. The Objective on lowest layer is low enough that the CM marker shouldn’t show on top layer.

cclayers 3
cclayerceil2 1920 (top)
cclayerceil1 -1000 (middle)
cclayerceil0 -1920 (lowest)


(Schaffer) #19

If you want an example of multiple command mpas then check out Byzatinne (or however you spell it). This map uses two command maps, one for above ground and one for below


(RivrStyx) #20

I did check it out and theres nothing any different from what i did. Theres no objectives in the tunnels in byzantine…all are up top so it didn’t help in figuring out whats up with this problem.