New map: D-Rush


(Micha) #21

It still shows the ladder construction on map. So better disable it :slight_smile:
Nice map for sure

I don’t know if it’s me but I can’t shoot mortar rockets on this map.
The never come down again


(mmysc) #22

Download D-Rush_b2: http://www.upload.ee/files/2598472/drush_b2.pk3.html

Fixes:
-All models are textured and displayed (at least the ones reported).
-Mortar rockets work.


@Micha, afaik It isn’t displayed on the command map/objdata, it exists but it’s out of reach. It’s only a few lines in the script, can’t hurt :). If there’s a need to enable the ladder in the future (after gameplay testing), then I can just edit the map a little and it’s good to go, less work that way. It’ll be enabled or removed in later versions.

Thx for testing :slight_smile:


(macbeth) #23

mmysc
thanks you to fixed the testures missing but now in the limbo L menu you dont added the objetives :blush:


(Mateos) #24

Have you applied directly the sand textures on ground? You may use a custom shader with an editor image, that way I never have that bug while applying directly the texture make me have that problem with lightmaps, plus if there’s triangles it fixes edges modifying the texture offset (Hope you see what I mean, or I’ll post a screenshot).

Will test you map asap :slight_smile:

If you want I can do waypoints. Got some free time o/


(mmysc) #25

Would be nice, thanks.


(Mateos) #26

If you directly apply the texture on the terrain you may obtain this:

While using a editor_image, plus the q3map_shadeAngle in the shader of the texture may help :slight_smile:

Result (Same geometry, decompiled and redone shader):

I’ll start waypoints tomorrow :slight_smile:


(macbeth) #27

but still can you fix the limbo menu ?


(nUllSkillZ) #28

Limbo menu information is in the file “MAPNAME.objdata” in the map direction.
Example from Eltz Beta 1:


// Set scenario information
wm_mapdescription axis "Stop the Allies from infiltrating the Castle of Eltz and stealing our Crystals."
wm_mapdescription allied "Infiltrate the Castle of Eltz and steal the Crystals.*Deliver these Crystals at the Zeppelin"
wm_mapdescription neutral "The Allies must infiltrate the Castle of Eltz and steal the Crystals.*They must deliver these Crystals at the Zeppelin"

// Axis Objective Descriptions
wm_objective_axis_desc	1	"^7The ^7Tunnel ^7Grate:**Defend the Tunnel Entrance, once destroyed, The allied forces can enter the Tunnels."
wm_objective_axis_desc	2	"^7The ^7CommandPost:**Building the command post will give the Allies a new spawn point."
wm_objective_axis_desc	3	"^7The ^7Generator:**Do not let the allied forces destroy The Generator.*Once destroyed, the East and West gate will open and the Allies can enter the Castle."
wm_objective_axis_desc	4	"^7The ^7Crystals:**Defend our Teleporter.Do not let the Allies steal the Crystals."
wm_objective_axis_desc	5	"^7The ^7Zeppelin:**Stop the allies from taking the Crystals to the Zeppelin."

// Allied Objective Descriptions
wm_objective_allied_desc  1	"^7The ^7Tunnel ^7Grate:**Destroy the Tunnel Entrance and gain access to the Tunnels."
wm_objective_allied_desc  2	"^7The ^7CommandPost:**Building the command post will give us a new spawnpoint."
wm_objective_allied_desc  3	"^7The ^7Generator:**Destroy The Generator.*Once destroyed, the East and West gate will open and we can enter the Castle."
wm_objective_allied_desc  4	"^7The ^7Crystals:**Make your way to the Teleporter and steal the Crystals."
wm_objective_allied_desc  5	"^7The ^7Zeppelin:**Take the crystals to the Zeppelin"

As far as I remember the numbers have to be key/value pairs of the objectiv entities (can’t remember the details, sorry).
You might have a look at the sources of the stock maps.


(Mateos) #29

Since you explained a part, I will re-write what I wanted to post… but then get to another task IRL…

As said nUllSkillZ you need a .objdata file, which is bound to the map by info_limbo_camera’s (target). You place this entity where you want to start the view, and you link it to a info_null (targetname).

In the info_limbo_camera, you have to add a key objective, and as value the one you have chosen in the .objdata file.

You can easily see it for instance on Radar source, for the Main Gate: the info_limbo_camera is a dark red box, bound to a little green box with a green line from info_limbo_camera to info_null :slight_smile:

Edit:
Also, objective 0 is the default camera you have when you open Limbo, don’t forget it!

Edit 2:
Also the waypoints will need some time, you made quite a lot of little ways ^^’ But… did you do a -VIS?


(mmysc) #30

hmm, I know the objdata stuff :D, but when I started scripting I totally overlooked it and then thought that it’s not important since most players don’t read it anyway. All the needed instructions are in the limbo description box, it’s a very easy obj as well. If I’d try to fix it now, I’d need to recompile and script, and I don’t think it’s even needed.

Also, I’m on a relax-mode atm :). (mostly drunk), trying to work as little as possible. So next edit, maybe in sept.

thx.


(Mateos) #31

You’re not forced to release a new version per week ^^’ With cameras, you can also fix the lightmaps as I said with custom shaders, plus add sand noise and maybe enable landmines btw; You may also be interested in a locations file :slight_smile: I guess the Ladder was enabled in the past but you removed it from access with crates, you may clean this area; And do some VIS optimization… 30 FPS when I look to the over side of the map, I guess there’s no VIS block at all? (Just suggestions/ideas, dunno if a CP could be of any use so I don’t suggest it ^^)

Have some nice time o/


(macbeth) #32

[QUOTE=mmysc;404623]hmm, I know the objdata stuff :D, but when I started scripting I totally overlooked it and then thought that it’s not important since most players don’t read it anyway. All the needed instructions are in the limbo description box, it’s a very easy obj as well. If I’d try to fix it now, I’d need to recompile and script, and I don’t think it’s even needed.

Also, I’m on a relax-mode atm :). (mostly drunk), trying to work as little as possible. So next edit, maybe in sept.

thx.[/QUOTE]
lol better to dont work on the map if u are drunk :stuck_out_tongue:
only for september now? :frowning:
yes the limbo menu is very usefull
good luck


(mmysc) #33

Ey guys, I found some time and did some fixes, but ran into problems when trying to make higher quality lightmaps. I followed this tut: http://sgq3-mapping.blogspot.ch/2009/01/using-hi-resolution-external-lightmap.html, but it didn’t work (still 256x256 lightmaps). So i made a simple batch file that sets -lightmapsize to 1024, now all the lightmaps are in the right size, but the quality is still bad (like before). I assume I must add/change something in the shader, but what?

thx.


(BackSnip3) #34

You must use _lightmapscale on the worldspawn or on func_groups in order to have better quality. Lightmapsize changes the number of images but not the pixel quality, lightmapscale changes this.
It should be by default 1, try 0.5;0.25 or 0,125 and tell us if it worked. :slight_smile:

That tutorial is useless for ET, you don’t need that “shader trick” or whatever, just use -lightmapsize 1024 on your build commandline and use the _lightmapscale on groups/worldspawn.


(Mateos) #35

I thought the default was 16 :rolleyes:

Just modifying the compiler lightmapsize to 1024x1024 let a batter shadowing without taking 300 seconds to compile (Gtk default is 512, if you edit project0.proj or some name like this you have the compiler menu of Radiant)

The map value shouldn’t be added in worldspawn… You’d better make fun_group of the surfaces you want to have a better shadowing and put the value there :slight_smile:

Edit:
Used that “shader tricks” in Nordwind 2 because I wanted a 1024x1024 lightmap for only 2 custom textures, not the whole map… Saves space (Dunno about time?).


(BackSnip3) #36

The pixel size is by default 16 indeed. It’s set on shaders using q3map_lightmapsamplesize “16/8/4/2”
But the overall pixel size for the map is set using _lightmapscale “0,5/0,25/0,125”
And Mateos is right, you can make func_groups and set the lightmapscale for each so you can control when you want high-quality shadows or not. :slight_smile:


(mmysc) #37

_lightmapscale isn’t doing anything for some reason, tried it in worldspawn and func groups - still same lightmaps. It did work some time ago, but atm it’s ignored. Also I think theres something wrong with my shader file. Random stuff doesn’t work. f.e. I made 2 custom shaders with surfaceparm woodsteps - 1 works, 1 doesn’t (they are exactly the same, just different paths). Other surfaceparm parameters aren’t working as well (gravelsteps, landmine, woodsteps etc.). Only the alpha shaders are working correctly.
What could cause this?

Maybe some1 could post a correct lightmap shader? I would probably use _lightmapscale 0.5 and q3map_lightmapsamplesize 16 or 8.


Anyway I did some major vis optimizations, I have 200+ FPS in most places. Also enabled the ladder part, getting past the gate seems to be too tough obstacle for allies.


(BackSnip3) #38

You don’t need any lightmap shader because ET supports external lightmaps from the start. So just REMOVE THAT SHADER and please try again?
Check your install also? :slight_smile:


(Mateos) #39

You may as well have compilation args which override your shaders? :confused:

Edit:
For the other issue please post the shader lines (Between

 if you can ^^') :)

Edit 2:
May be "tough" because it's open-space; In this case rambo meds are useless. You have artillery, rifle nades, smoke which may help... Would like to see it on a populated server to see if I'm wrong x)

(Senso) #40

Hello,

This is a great map!
Well done.

I wanted to add it to my server but there is no moving script for the bots in the file.
Is it coming?