Thnx, for that tip 
goes to ungroup all his arches
I sort of decided what’s going to happen underground, and hope to have a quick testing round with my clan before the end of the week (and I hope I can iron out some bugs before the deadline then :))
Thnx, for that tip 
goes to ungroup all his arches
I sort of decided what’s going to happen underground, and hope to have a quick testing round with my clan before the end of the week (and I hope I can iron out some bugs before the deadline then :))
Just seen that your latern-models are not properly textured. You made them misc_models, don’t you? Those are gamemodels and have to be misc_gamemodels to show up as they are intended. The arms are gamemodels too (bel_lamp_arm_gm.md3)
Keep up the good work all! 
You might be right, but the game model doesn’t emit any light and looks exactly the same ingame, so I think I’ll stick to the misc_models…
No thegnat is right. If you insert the lantern into your map as a misc_gamemodel, then the shader will appear differently in your map.
misc_model = grey lantern
misc_gamemodel = warm orange lantern
The amount of light emitted is the same, but the appearance of the model is different.
Here’s what the model looks like when used as a misc_gamemodel:
screenshot

I replaced the lights for misc_gamemodels, but now they don’t emit any light at all… I must be doing something wrong I guess.
Hmm. I used bel_lamp_5k_gm.md3 and an additional light on Transmitter and it works like a charm, but the models shader also seems to have surfaceLight set.
models/mapobjects/light/bel_lamp_gm // for misc_gamemodels
{
qer_editorimage models/mapobjects/light/bel_lamp.tga
q3map_lightimage models/colors/amber.tga
q3map_surfaceLight 5000
surfaceparm nomarks
{
map models/mapobjects/light/bel_lamp.tga
rgbgen lightingDiffuse
}
{
map models/mapobjects/light/bel_lamp.blend.tga
blendfunc GL_ONE GL_ONE
rgbGen identity
}
}

Where can I find that shader? I’ve been looking all over the place for it but I can’t find it…
I got that shader, and it is in the shaderlist.txt file, so what else am I doing wrong?
How about instead of making them surface lights you simply make the objects not cast shadows and stick a point light inside?
I recall ydnar recommended this as a way of getting more natural and much faster compiling light in yer map.
Out of curiosity, what sort of spawn times are people using, and how long does it take to get from spawns to final objectives?
I’ve just kinda realised you can get around my entire map really quickly cos it’s so tiny!
Not sure what mine are without looking and aint got time right now, prob 30 secs lol , is it possable to set all spawns and time limits the same on all the maps as there all the same size, like 10secs respawn and 10mins time limit, This may differ though due to obj’s ???
I’d be surprised if the time limit is more than 15mins away or even less as seeing how small these maps actually are thats unless the players stop to having at look at the lovly surroundings you’ve all done lol
respawn prolly 5-10 seconds, timelimit 5-10 minutes, depending on some tests I’m doing these days =)
Depends - if final objective is a dyno then I’d probably say 15 second respawn on defence - otherwise they simply get too many waves of attempts at defusing.
I’m thinking 10 seconds attack, 15 seconds defence, possibly 5-8 minutes time limit.
[thought] Of course, defence respawn time could also be dependant on how long it takes a fresh respawn to make it to dyno. Given this I may be able to go 5 seconds attack, 10 seconds defence. [/thought]
Well got mine as 3 secs at the moment for testing
I agree, about 10-15 secs is probably about right.
We haven’t seen your creations yeat? Are you guys still at it?
I posted a screeny earlier on in the thread (page 3), but with the lightmapscale trick (I also used 0.0625 ie 1/16th btw in some areas) its now looking way better. I’m having issues with the sky though - it seems to cast multiple shadows? I’ve made my own sky shader based on the fueldump sky one (all I’ve done is change the position of the sun) -
textures/vio1024run/sky
{
qer_editorimage textures/skies/fueldump_clouds.tga
q3map_lightrgb 0.8 0.9 1.0
q3map_skylight 85 3
q3map_sun 1 .95 .9 200 210 78
skyparms - 200 -
surfaceparm nodlight
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
{
map textures/skies/fueldump_clouds.tga
rgbGen identity
}
{
map textures/skies/fueldump_clouds.tga
blendfunc blend
rgbGen identity
tcMod scroll 0.0005 0.00
tcMod scale 2 1
}
}

Can’t seem to find a tutorial on skies anywhere 
Replace your two shader lines
q3map_skylight 85 3
q3map_sun 1 .95 .9 200 210 78
with the following three ones :
q3map_sunExt 1.00 0.95 0.9 200 210 78 2 16
q3map_lightmapFilterRadius 0 160
q3map_skylight 85 5
Recompile and post if there are still any problems.
Soooooo… Some update… The coarse map design is all finished, the objectives are done and working and currently I’m working on lighting… Next in the list will be detail work, still looks a little bland… Teaser :




/me drools over MindLink teaser images.
I had little run around in my this morning and was little more pleased. I still have some issues that I think can solve myself but if someone would help me in this thread. I am too lazy to make my own.
issue 1.
How I can attach sound in my script mover? How I can trigger target_speaker in script when I move my mover.
issue 2.
How can I make “start as build” axis buildable objective to show in command map as allied satcheable objective?
(it is satcheable but do not show in command map)
1.a. scriptmovers can play sounds, in the script use “playsound path to sound”. b. speaker entities can be toggled on/off using “alertentity targetname” or by using the commands listed in the LDR.
2. use a misc_commandmap_marker that toggled by the script.
i regret to inform, that i have to withdraw from the compo. due to a lack of time to map… (damn school)
i wish all the other competitors the best of luck with their maps.