Need someone to make a command map


(DaRkFiRe) #1

Can someone make me a decent looking command map based on the tracemap? You’ll get full credits for in the readme/map description.

I’ve tried before, and have failed miserably. If you want to take a stab at it, here is the tracemap.

BTW, if you want to put the map title on there, it is Pearl Beach.

Thanks!

Darkfire


(rgoer) #2

How about posting a few screenshots of the map, so we know what direction in which to take this?


(Milbo) #3

Need Commandmapmaker too
Some one here :slight_smile:
Credits and so on for sure,…
no screenshots available, but


(MadMaximus) #4

that would be an intense command map to make, you have a lot of hills, but to not hard. making the paths would be a little tricky as the midway part has a lot of different ways to go. I noticed you didnt include a tracemap in your maps folder. anyone who picks a soldier class with a mortar wouldnt be able to use it without the tracemap.

nice looking map though.


(Milbo) #5

hehe flipped min and max cordinates,… that was all,. .there is a commandmap now (not??),… there is only the tracemap in it,… mortar should work now (sorry didnt tested). Get the new version :slight_smile: beta 0.8
Ah yes and the paths,… there are thousands of paths or no path,… I tried to give only suggestions with the textures


(MadMaximus) #6

yeah, you have your tracemap named escape_cc.tga in your /levelshots folder which is ok for a temporary command map, however you need that same tracemap in your /maps folder and named escape_tracemap.tga for your mortars to work properly.


(MadMaximus) #7

darkfire,
I roughed in the sample i made for you a little more, added a little bit of torn edges near the folded creases and blotched it up a bit more for some worn look. here is the new sample without buildings/paths ect.

Im still waiting for your e-mail, but let me know if this is what your thinking of. And dont worry if your going to go with someone else to make the command map, my time in doing this was real quick, as most of the stuff i have re-used like the folded paper appearence and the creases. They are just layers i keep for templates. The main map layout was real quick to do, as i got a system down for it now. but like i said in my pm to you, its a little difficult to do a cc without actual hands on to the bsp, it comes easier with an understanding of the actual layout and knowing where to limit the buildings ends and whatnot. Anyways, let me know what you decide on, :smiley:


(Ifurita) #8

has anyone tried taking a top down screenshot of the map from a high altitude then photoshopping it in black and white so that it looks like an aerial photo? Just wondering how that would look and whether or not it works


(MadMaximus) #9

Ive wondered about that also… that could look real nice, an actual map cc of the real map. for people with low sky ceilings, they could just make it real high for the screenshot and then make the sky cleing back to normal for the map. as long as there’s no texture tearing or z-buffer problems.

but thats a good idea. would make a unique map cc style.


(Erik-Ftn) #10

Yes, Ive done that and it works (never did the b/w thing though)

quick and easy commandmap

have to deal with either spec text on the screenie or player stat/gun etc
Screenie is 3d and gets more skewed at the edges, esp. where the altitude is high on the map

What I did (tutstyle descripton), there are prob. better ways to do it…

  1. tracemap (http://etmapping.andityler.com/tracemap.php)

  2. screenie from high altitude (write /noclip in console for that, no need to remake ceiling)

  3. Pulled tracemap into paintshoppro, (resized to 1024x1024)

  4. cropped screenie in Irfanview to show only what I wanted

  5. noted the size of the map part of the tracmap (with cursor and coords at bottom of screen), pulled the cropped screenie into paintshop pro and resized it to fit the tracemaps map part

  6. copied the screenie and pasted as selection into tracmap, saved the tracemap as a new pic

  7. made the new pic into a the commandmap (http://etmapping.andityler.com/commandmap.php)

  8. (had some trouble once and had to flip the commandmap pic before it showed right)

Erik-Ftn

PS

… well …

for your amusement…:slight_smile: Lololol, here is a screenie of the result. The commandmap of my first map that will never ever be released :).

As you can see I didn’t even bother to edit out the text from the screenie :slight_smile: :slight_smile: but as a temporary commandmap during editing and as a first template for the final one… sure… and the b/w photo thing - probably, with some touchup in an editor :).

Worth noticing is the angled brown area in the lower left corner, its a ladder structure up a mountain/ cone and is in the map not angled at all (same position x-wise).

Erik


(MadMaximus) #11

yes… that irfanview rocks… or to be more hip… Rawx!

years ago there was a program called Lview which was similar, but that irfanview has really taken off. excellent program for a lot of things. :smiley:


(Ifurita) #12

<— loves Irfanview. Simple and small is good


(Milbo) #13

Thanks for this information:

yeah, you have your tracemap named escape_cc.tga in your /levelshots folder which is ok for a temporary command map, however you need that same tracemap in your /maps folder and named escape_tracemap.tga for your mortars to work properly.

I thought about the same thing,…
to make a commandmap with Spectatorsview,… it would be very great if someone make this for my map (probably two screenshoots) and in the caves the normal tracemap.
MadMaximus,… u could help me?


(DaRkFiRe) #14

Hey Mad, I’ll email the bsp to you as soon as I get my terrain problem fixed.