Remaking RTCW maps for ET


(here) #21

Sorry I have no screenies (I forgot it at home)
I also have a problem how to make a targetted door on ET with a func_invisibleuser ?
My problem is to make the “portal’s door” and the “garage door” who are triggered by a button ? I can’t use a func_invisible user with a target_script trigger (because my dorrs are script movers)
I have make a try with a func_door but even if the door is triggered by another user you can also open the door. Someone can help me ?

an old screenie http://www.planetquake.com/here/assault1.jpg
the map is too dark on this shot .


(kamikazee) #22

Script_movers are the best choice, messing with func_door is a pain as there is allways a symbol popping up if you’re in front of the door.
(It can be a ‘hand’ (use) icon or a ‘locked’ icon)


(]UBC[ McNite) #23

I m sorry to say it but I d say you are wasting your time. That map already exists for ET… check this thread for a pic and link to download. mp_assault can be found in the very first post.


(kamikazee) #24

Let him waste his time if he wants to. :stuck_out_tongue:
I once re-made mml_headshot for ET even if it existed.
Upside was that I could improve it’s quality. ET_Headshot is a little lousy compared to mml_headshot.


(here) #25

thx.
I waste my time …
But on the screenshots there is no fog ! =)


(=ds=bart) #26

i have a version of kungfugrip into ET
its a bsp meta bud its works only some small bugs stil waiting one hummers reply to make it public thow .
is he still alive are thuse he geth like a qazillion mails


(here) #27

Kamikazee,

When I use the func_invisible user how to link it with the script ?

I think to
Func_invisible_user => target_relay => tagret_script_trigger
is that correct ?

I think I missed the relay


(Shaderman) #28

http://splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=13506


(=PoW= Kernel 2.6.5) #29

I usually throw in a remade RTCW map in the rotation on our servers and every once in a while we do an all RTCW rotation.

Just pop our servers into your favorite server monitoring program (All Seeing Eye, XQF, etc.) and watch for your favorites.

Also, we are happy to try out new maps. Just drop a note on our forums at: www.prisoners-of-war.com

Servers are: Extreme @ 69.31.6.151 and Chaos @ 69.31.6.171


(here) #30

I finished mp_assault, personnal version I just need somebody who can make the command map : generate tracemap on http://www.planetquake.com/here/teud_tracemap.tga
screenies on http://www.planetquake.com/here/maps-et.htm


(Shazam) #31

Yep, good work, but little bit darky, no ?
A other convertion of this map was dark too, yet.


(kamikazee) #32

It might be that the screenshots are just too dark.


(]UBC[ McNite) #33

I think that map lacks a general basic lighting. Its really too dark. Try an ambient and start with a setting of 6 and work your way up to see that it won’t get too bright that way. Also I suspect that the skyshader doesn’t feature a sun… but you need that to simulate the light of the moon. If you don’t want a moon… your map is going to be pitch black. Realism is nice, but only to a certain extent, and nobody likes to play a map where you can’t see anything.


(here) #34

i don’t know why the screenies are so dark, but the render in the game is more better, ambient is 1 and color is 6 6 6
I’m trying to find the same sky of the RTCW version in order to have the same sunlight

I can upload for several day the pk3 without the command map on my ftp…

… ok

http://www.planetquake.com/here/mp_assault_etversion.pk3 (16 Mo)


(]UBC[ McNite) #35

ambient is 1 and color is 6 6 6

There we go: ambient of 1 is really not much… try 6 for a start, then 8 and so on.
And _color 6 6 6 might look evil and satanic, but doesn’t work i think. You need to use normalized colors, not rgb colors. Which means, when you want white which is 255 255 255 in rgb, you have to put in 1 1 1. Black would be 0 0 0 = 0 0 0.

Just in case you want a rgb black of 6 6 6, that will give you a pretty dark ambient, and thus not much brightening up of the map at all too. Such a dark ambient doesnt make much sense.

Next thing: don’t use the skyshader of the original map, because the shader is really old. Rather find out the settings of the old one, and write a new skyshader using those settings for the sun.


(carnage) #36

or you could re design the lighting and time of day

would igve a nice personal touch to the map

i alos find that dark maps with very nice lighting around look very nice and have a much more atmospheric feel than just flat shaded lighting that you get from skyboxes. Not to mention the advantaes well though out lighting actualy has to helping find there way around the map especialy for new players to the map who would be atracted to the well lit and colourful areas of the map rather then the plainer darker places. Dont forget that red light etc can also be used to signal danger areas to the player


(here) #37

To my mind I prefer all the ambient of RTCW, the ambient of ET , in general, isn’t worked. ET maps are too much lighted. The foggy ambience of mp_assault is pretty nice and I want to find exactly the same amlbience even if it’s too dark. But there is something I don’t understood : _color 8 8 8 and ambient 1 or _color 1 1 1 ambient 8 ? And which sky can I use ?

http://simland.planetquake.gamespy.com/pages/skybox/nightball.htm

or

http://simland.planetquake.gamespy.com/pages/skybox/grave.htm

or

http://simland.planetquake.gamespy.com/pages/skybox/strato.htm


(]UBC[ McNite) #38

You use whole numbers for ambient (like 6, 7 10, 13 etc.) and for _color you use normalized rgb colors. For a white _color you need the value of 1 1 1. For a slightly grey _color you ll use 0.9 0.9 0.9 and so on.

One thing about you using “i want the old setting even if its too dark”: nobody likes to play maps that are too dark. You can work taht was if its just for your artistic satisfaction, but don’t be disappointed when nobody plays the map.

As for the sky… I d rather start with the fueldump sky, and then rewrite the shader and place your own greyish textures in it. What you link to are not real skies, but whole skyboxes. And they all don’t really look assault-ish.


(here) #39

yeah you’re right for the skies. I will putt the fueldump sky with another shader but I don’t understand the part about the greish textures.

And I think turn ambient to 7 and _color 0.9 0.9 0.9 (to respect the grey ambience)


(Igloo) #40

Will be good^

Where may i download the rtcw maps? How you get them? (.map file) :disgust: