Well the terrain thing makes sense… :). Remembered I made a tunnel, maybe I used a terrain brush … will check. 
New Map : desert rats
[QUOTE=Blowfish;224929]Neh…its just a camel 
Any idea what these errors are and how to fix ?
0…WARNING: Flipped triangle: ( 2597 -1050 355) ( 2597 -1050 355) ( 2597 -1051 356)
WARNING: Flipped triangle: ( 2595 -1053 359) ( 2594 -1055 360) ( 2595 -1053 359)
WARNING: Flipped triangle: ( 2587 -1067 363) ( 2585 -1071 364) ( 2587 -1067 363)
WARNING: Flipped triangle: ( 2591 -1060 361) ( 2589 -1064 362) ( 2591 -1060 361)
1…2…WARNING: Flipped triangle: ( 2515 -1209 305) ( 2515 -1208 307) ( 2515 -1210 304)[/QUOTE]
i remember that i have got these errors too in some map i never finished, where i tryed to make a cave. this cave was just a z-mirrored terrain 
althought it gives errors during the compile, i never experienced any problems with th though. so i guess it can be ignored ?
mm now that you say it could be the tunnel, it reminded me that i also had this problem on a map, as you say it’s probably cause you made a tunnel through the terrain, and something got a bit messed up.
Map released… good enough for a version 1.0
Already send a Pm to berzerkr to publish it on wolfmap.de.
http://www.p0wnd.nl:668/tmp/DesertRats.zip
Waypoints for omnibot 0.66 included.
no offend, but did you ever hear of using articles in your objective description 
defend wall
defend tank
defend gun
:rolleyes:
Found a few small bugs:
- Flags are not waving. Animate them a bit with the shader.
- No sand-splash when you shoot into the sand (but you have splash when shooting a stone)
- Skybox disappears when looking through a window (you need a new shader for the windows, or remove them)
- Door-sounds are missing
- Clipping… was possible for me to walk in the air close to a wall
- Ok, descriptions are a bit short
- Flags are waving, just not to much (see shader).
- Windows… the two ate the guns ?
- Door sounds are there, but I noticed sometimes they do not make sounds… which door ? I tried the number and text.
- Walk in the air… lol, that sounds like a bug… need screenie
OK, here the screenshots.
Not sure if I found the only place where you can walk in the air, probably there are more.
Aren’t the Axis attacking and the Allies defending?
axiswintext "OMG WTF BBQ, A perfect defence of the axis!"
alliedwintext "OMG WTF BBQ, A perfect attack of the allies!"
Please don’t forget to fix this: No sand-splash when you shoot into the sand (but you have splash when shooting a stone)
BTW: Use remapshader to give the tank-turret and the tank-chain of the churchill a desert-version (the snow variant doesn’t fit).
OK, so far I have added sounds to the doors (which I forgot, no bug), I aligned the wood on stairs. I hopefully fixed the windows (will test now) and looked at the air walking.
The last thing I have no idea how to fix. There are no clips there. Its just because the top of the wall is bevelled (diagonal). They perfect match, so I dont see how you can walk their. We knew you could :).
I changed the desertrats.objdata and desertrats.arena files.
Changed the rock texture… where you could plant mines on rocks 
Dont see the problem with the tanks. I copied them from Oasis.
How do I make the terrain sand “splashed”. That would look nice…This was the shader of the rock :
textures/mp_siwa/rock_edged
{
q3map_nonplanar
q3map_shadeangle 120
qer_editorimage textures/desert_sd/rock_edged_smooth.tga
surfaceparm landmine
surfaceparm gravelsteps
{
map $lightmap
rgbGen identity
}
{
map textures/desert_sd/rock_edged_smooth.tga
rgbgen identity
blendFunc filter
}
{
map textures/detail_sd/sanddetail.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
detail
tcMod scale 6 6
}
}
have been running around on your map.
maybe some tips:
-
as berzeker also sayed, the sand/grass has no dirt splatter when shooting at. some stones do have it.
in your shaderfiles i see that none of the terrain brushes have a surfaceparameter besides the landmine.
for the sand i should add something like:
surfaceparm gravelsteps -
have you used hint brushes ?
(do /developer 1 and than /r_showtris 2)
total map gets drawn, so i guess lots of players will want to skip this map on servers because they get very low FPS.
best to read some about hintbrushing Here -
some of the burning/broke down tanks have tires with snow on it ?
-
some stacked boxed, the texture at the button is rotated/not aligned
besides that, nice looking map 
The oasis tank is bugged out. You are better off by remapshadering the snow version. If you want one with fixed textures and some minor fixes, you can use the one we have in Capuzzo. I was lazy with it, so you still have to remapshader it tho.
I saw they were missing surfparms and added “surfaceparm gravelsteps”.
The map source is at : http://www.p0wnd.nl:668/tmp/desertrats.map (I like open source)
Will read the link you send asap… and also your info to get it better …thank you…
And with that your view don’t seem to bob up everytime,and it’s the same for your enemies,they can kill you easier this way
Cuz your body don’t bobs up 20 times in 4 meters.
I fixed some of the boxes… rotated texture and fitted. Yes, I use hints. Read the website about hints/skip/portal brushes. First two I get, but the last I dont. I also checked sources of oasis etc, couldnt find any of them there. The tanks from Oasis, Ill keep…lazy too hehe…
The FPS stays steady 90 at my PC (2 years old / avg videocard maxed at 90 fps).
hi we are playing your map with the first release
and i will like to can play the new version but seems i have a problem
cuz i have exactly the same map name and if i am fine this can cause problems if u dont chge the map name for the arena
{
map “desertrats”
longname “Desert Rats”
so can you modify the name for a newest release
thanks you