Seven_dc's Forum Damage 1024^3 mapping competition 2004


(G0-Gerbil) #141

Sorry to hear that, maybe next time eh? :slight_smile:


(D3C0Y) #142

definitely a next time, caus i really wanna try this concept out …


(seven_dc) #143

Competition is getting near to its deadline. and I must hurry too. The level needs lots of details.

I want to show that I like highdetail lightmaps too… :smiley:


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(joop sloop) #144

So how do I add a lightmapsscale to my worldspawn, when the editor won’t let me?


(seven_dc) #145

How exactly are you trying to add the lightmapscale?

I select brush that aren’t grouped or entity… and hit ‘N’ button… after that I add key: _lightmapscale and value 0.0625 and hit enter.

btw my lightmap data size is already 4,5 megs… I guess I go littel lower.


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(G0-Gerbil) #146

I thought for worldspawn entity the key name was plain:

lightmapscale

not

_lightmapscale

like for groups. Maybe both work?


(seven_dc) #147

I use _lightmapscale and it works… ?D

BTW I have 4,5 megs of light map data but final pk3 is only 2,5 megs… they compress quite well.


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(Red*Uk) #148

Well i finshed work 12hrs ago and been on my map since :slight_smile: i’m fairly sure i got all my brush work done, atm my fps doesnt drop below 130 which is great imo, my ctf_sub map i got around 90-100 constant so low end user should see an improvment i hope.
All i gotta do now is rename some custom textures according to the comp rules :wink: and redo all my lighting as atm it looks crap, any tips u can give on placement of lights would great as atm there are lots of areas where the lights are visable in aball shape on walls etc i wanted more of an overall lighting effect, without the need for a ambient value??


(seven_dc) #149

check nonlinear on your light entities.


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(G0-Gerbil) #150

that and use more lights, each of less intensity for a more subtle illumination.
Also, possibly get rid of ambient and minlight from worldspawn to give you a better maximum potential range of light values.

seven_cd - yeah I am cool with how the lightmaps compress, I just keep upping the resolution bit by bit to see how it works at the end.
Since I doubt I’ll be using many customs, and the BSP itself compresses well, my map should be lightmaptastic :smiley:


(seven_dc) #151

Ah more problems with my map… :frowning:

My misc_commandmap_marker works fine in game but in linbo menu they do not appear. ??? not a big problem but I just wanted to show in what/where the objectives are.

I need to create additional stairs in LMS mode, so I created a func_brushmodel and gave it a targetname. and disabled it in only in default script file, but the damn thing do not appear in lms?!?


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(Violator) #152

the lightmapscale has increased map compilation from a few mins to about an hour :smiley: but the results are worth it. Once the lighting is sorted I will be done.


(nUllSkillZ) #153

@seven_dc
in reply to 1) To make the commandmap_marker appear you have to choose a team, join the game and go back to limbo. Then you will see the markers. Hope, this “solves” your problem


(Violator) #154

A teaser shot -


(G0-Gerbil) #155

Some more pics, nothing special. Due to time constraints I’m using prefabs, so if you spot stuff you’ve recognised before - that’s why!

The outside again. If I get time I’ll use a grass model with a texture that’s a bit more muted. I do like the way it casts shadows. Grass placed using the q3map2 feature that places models randomly on a texture. Saves me time :slight_smile: I did try having another set of detail brushes that matched it perfectly using another model (for more variety - the q3map2 command should be extended to use more than 1 model), but it didn’t work straight away and ain’t got time to sort it).

The final objective room. The actual dyno point is the generator on the higher level at the back right.

Can someone give a rundown of what is needed for LMS mode, cos I’ve not catered for it before so am a bit worried I’ll run out of time trying to finish the map normally and cater for this thing I’ve not done before.


(SiliconSlick) #156

Generally it involves unobstructed access to the entire map for
both teams. No doors requiring dyno/tanks/etc. Ammo/health
and command posts are another item to consider (some prefer
there to be none of them).

If your map doesn’t have any doors/gates/etc. that block access,
you can just copy your maps/mapname.script to
maps/mapname_lms.script and be done with it.

If you want to tweak for LMS, you can do that too.
Typically, you provide a “scriptname” for the entities
in your .map that you want to be able to spawn{remove}
and the like. See the _lms scripts in pak0.pk3 for a general
idea.

The .map file also (I think) requires a “wolflms” in the worldspawn
or wherever you usually put the “wolfmp” and “wolfsw” tag.

The scripts/mapname.arena needs the same in its “type” field.

Those are the differences I’ve noted. There may be more but
it is a start.

SiliconSlick


(seven_dc) #157

in reply to 1) To make the commandmap_marker appear you have to choose a team, join the game and go back to limbo. Then you will see the markers. Hope, this “solves” your problem

Yes. That way it works now but is it little lame that they do not appear in initial limbo screen.

second one I think I use script mover and destroy it in normal script.

BTW: my pk3 is now 3,7 MB (I have included the source map) And I must create some details…

What do you all think? Should the pk3 limit include the source map?


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(Violator) #158

Should probably include the map file if its going to be distributed.

I’m also have issues with LMS (also never played!) - my cmd post dissapears ok with the lms script but my can I make my func_constructible indestructible in script? It is initially constructed in campaign mode and I want it to always be there in LMS and not be blown up by dyno.

A couple of the models I’m using (normal ET assets AFAIK) appear as the default ‘3 RGB axes’ thing (including the flag!) or have the orange square default skin when played on another server… Do I need to include them in my pk3 or is something else afoot? They’re a gourd (archeology\vase3), a palm tree & one of those props_sd lights. The palm tree shows but has the default orange skin… They show ok on my own server?

Lighting - is there a limit on the number of luxels allowed? My map now generates over 3M of the buggers. I left it going last night and it seemed to crash after about 1hr40mins (though task mangler seemed to think it was still running ok) though it had been going for over 8 hrs. The last bar was on ‘9…’. I’ve dropped the lightmapscale on a couple of big areas which has brought the luxel count down to 2.5M and left it going again… hope it works this time as time is running out :smiley:


(seven_dc) #159

@Violator

I decompiled fueldump for better view for LMS mode and the allied bridge has one func_brushmodel that is set on when in LMS mode. So make your contructable invisible and create another static set of brushes that you turn default in lms and hide in normal mode. I could not get the func_brushmodel work so I tried the func_static with same results… I think I can get the script_mover to work when I get home from work.

The damn models are from radiant setup, not with the vanilla ET. So you need them in your pk3.

The lighting thing seems to be tricky… My map creates 6,5 Megs of lightmap data and takes about 190 secs to compile. what comp are you using?


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(G0-Gerbil) #160

Seven_dc - does the map source have to be part of the PK3 and hence within the filesize limit?