They are done for 2 days but so far they’re just moving around headlessly and I have not tested for stuckage yet…
But anyway if some admins really want it, I can give the link to the files on Assembla?
They are done for 2 days but so far they’re just moving around headlessly and I have not tested for stuckage yet…
But anyway if some admins really want it, I can give the link to the files on Assembla?
Well, it’s better then just let them stand still! 
So it would be great if u post the download link here.
OK, then:
http://trac.assembla.com/omnibot/browser/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/drush.gm
http://trac.assembla.com/omnibot/browser/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/drush_goals.gm
http://trac.assembla.com/omnibot/browser/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/drush.way
Right clic/Save as in the et/nav folder 
Here I wanted to add landmines/steps to a default texture:
textures/desert_sd/sand_disturb_desert
{
surfaceparm gravelsteps
surfaceparm landmine
}
textures/desert_sd/sand_gravels_bright
{
surfaceparm gravelsteps
surfaceparm landmine
}
Custom texture that IS working:
textures/drush/target
{
surfaceparm woodsteps
implicitMap -
noPicMip
}
I made a small test map, nothing in its shader works:
textures/test/wood
{
surfaceparm woodsteps
implicitMap -
}
how can i fix this “compilation args” ?
Don’t forget. _lightmapscale also has no effect. No matter what value I use, it still compiles everything with _lightmapscale 1.
I would suggest you to not use the original name or it will override it in all maps… sand_disturb_desert luckily doesn’t have a shader. Just do like this:
textures/desert_sd/sand_disturb_desert2
{
qer_editorimage textures/desert_sd/sand_disturb_desert.tga
q3map_shadeangle 60
q3map_lightmapsize 1024 1024
surfaceparm gravelsteps
surfaceparm landmine
{
map textures/desert_sd/sand_disturb_desert.tga
rgbGen identity
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
For instance. When you have a texture with an alpha channel you’ll need to use implicit shaders; Here I can get them working well without:
http://wiki.splashdamage.com/index.php/Implicit_Shaders
Edit:
Also be sure all the other faces are Caulk… If you have a brush with one face textured with a shader non-clipped but all the other faces have the Clip on, it will be clipped. Dunno why…
Edit 2:
If it still doesn’t work… Maybe try through Xfire or upload whole shader file to be rewrote 
Thx. It did work initially, but when i adjusted the lightmapscale for final compile, the surfaceparm landmine and gravelsteps stopped working. At least the lightmaps are fixed now.
I used these switches on both compiles:
q3map2.exe -v -connect 127.0.0.1:39000 -game et -fs_basepath "D:/progs/ET-MAPPING/" -light -fast -external -filter -lightmapsize 1024 "D:/progs/ET-MAPPING/etmain/maps/drush.map"
I’m out of ideas.
Old Batch in my mapping folder:
"C:\Jeux\Gtk Radiant\1.4.0\q3map2.exe" -light -threads 1 -faster -lightmapsize 512 -nocollapse -shade -v -game et "C:\ETMap\etmain\maps\1944_nordwind2.bsp"
You may adapt it to:
"C:\Jeux\Gtk Radiant\1.4.0\q3map2.exe" -light -fast -filter -external -lightmapsize 1024 -shade -v -game et "C:\ETMap\etmain\maps\1944_nordwind2.bsp"
You need a BSP file before! Do a simple BSP in Radiant then start your batch 
bah, I just needed to reload textures… :D, Everything is working now. b3 coming up soon: Opened up the side route, but removed the ladder (I think it’s DJ’able). Dno if you can make the bots jump and crouch for waypoints though.
Thanks Mateos,
for the bot files!!! U are a legend, even if not fully done its way better than no bots. Was going to put this map on last week but since no bot files I didnt, but will be on tonight!!
And mmysc map looks great, so thanks for keeping fresh maps coming to this awesome game!!
Nice to hear, so the visuals and performances are perfect now
Well done! I’ll edit this post, few screenshots for few things 
Yeah, I can make bots jump then crouch, if the jump waypoint is close enough from the crouch one; I did it for Sand of Times, when you have to secure the objective you have to jump then crouch because the drop-off is inside a Truck… Will see if I can do the attack/defense for the first part of the map.
Edit:
Drush_b3 download: http://www.upload.ee/files/2623196/drush_b3.pk3.html
-improved FPS
-landmines working
-new lightmap
-new side-route to objective (see pic)
-axis respawntime 20
allied respawntime 15
@Mateos, thx man, I fixed all except the last one, because texturing those places fixes some lightmap errors near buildings corners (it’s a fool-proof approach :)).
Well done 
I was a little worried that you will mess up lighting, as i saw a “little” difference from beta1 to beta2. Now it is really good.
Some small personal wishes from me:
Going to play now hehe 
Well done mmysc , big map nicely done ! the landmines fix will be much appreciated 
Your map has been posted @ trackbase
Feel free to drop a note for your next release in news reporting section (trackbase) , we will gladly post it on homepage
Same map but different bsp name, so servers having both versions (b2 b3) can load them without conflicts. So might wanna update links in Wolffiles and such.
download: http://www.upload.ee/files/2628853/drush_b3.pk3.html
Thanks Splash for reporting.
What’s the point in having several BSP names when you can have different PK3 names? or the point to have several versions?
thanks mmysc !
To mateos , to avoid conflics as mmysc explained and few other stuff for TB .
i’ll do the change tomorow .
I know 2Bit used to have same BSP names but different PK3 names, and it has never been a problem, even for SplatterLadder… The name was just Chartwell (Different versions)*.