Fresh off the Newbie block - I’m still trying to figure out my lighting on this. Anyways a screenshot of the progress. Still moving forward - slowly…but surely. Not sure about the punkbuster errors either but anyways take a look:

Fresh off the Newbie block - I’m still trying to figure out my lighting on this. Anyways a screenshot of the progress. Still moving forward - slowly…but surely. Not sure about the punkbuster errors either but anyways take a look:

hey looks cool!
any concept on this map?
where does it play?
gimme Infos^^
anyways, seems to have a lot of Detail on the door! could you show us a closer shot?
thx
bxpress
The screenie does look real nice. Not bad for somebody calling them selves a noob. I would hate to see my first attempt. (GTK = Sore Head :banghead: :bash: )
PB error just means that you need to update your PB files. Go into the directory: C:\Program Files\Wolfenstein - Enemy Territory\pb
and run the file pbweb.exe (assuming Windows). This will automatically update to the latest version.
Too easy
yeah looks really nice! 
WTG Shazmax!
I’ll prolly post something during the weekend if I have some time.
Might be a nice idea to turn on FPS so we can see how it’s performing.
So what is it? A bank or townhall or something? What are the objectives and who is on the offensive? The architecture sort of looks Greek or Italian or similar. Where is it set and what is the background?
Or, is this just build it as you go and hope that some objectives can be made to fit?
Looks nice 
Mmm, looks good. As far as lighting goes, I would just turn the brightness down a slight bit… gives it a more realistic feel.
The balcony looks like it’d be great fun to camp on… 
that looks good. Have a look at goldrush .map to see how SD did the lighting. They have a lot of small lights with non-linear checked and a fade of .2. As far as i can tell these add a little bit of light to a large area and avoid the spotlight effect that you get with normal lights.
thats great for a n00bie 
keep up the good work…
… OR ELSE 
Looking good for a first go
As blushing_bride says, you should set the ‘non-linear’ flag on your lights to make them fade more realistically with distance. Also make sure your lights are actually coming from somewhere (like a lamp etc.) and not just floating in space.
Like the spiky things on the pillars - they’re just itching to have flames coming off them 
If anyone wants to help out with some suggestions for lighting feel free to message me. I need any help I can get on lighting the interior. This design was before the Greeks, Romans, etc. They used oil lamps and candles to light this up.
There is a good fire texture. You just have to look for it. Might be in the alpha folder (like everything useful). I’m not sure.
You mean the alpha folder in the etmain or in gtkradiant or?? I looked under textures in gtkradiant but I suppose that’s dependent on which maps you have downloaded…for I don’t see anything there - at least for ET.
Just to add to it all - the textures I use are custom and don’t have any shaders attached to them. Any suggestions to a decent shader that I could use on the texture - that will apply both to looking decent outside along with inside the building while lighting it up a little bit. I’ve looked into some lightmaps but not sure if that applies here.
GTKRadiant doesn’t come with any textures, it uses all the default textures from ET and textures that are acquired through downloading ET maps. It’s generally a good idea to keep a clean copy of etmain installed somewhere else for easy reference as to what came with the game and what didn’t.
I added my own textures to my shaderlist file…etc but I don’t have really any shader attributed to them. The reason being - because I’m not sure what would be a good shader to add to the various textures that I have. I’m just curious how to light the inside of the building with perhaps lightmaps? standard lighting? Just suggestions on a particular shader. Thnx for the flame texture - I checked it out and it’ll light up a small portion of the room inside. I’m looking at a basic low - light over everything so it looks all lit up slightly but then to be able to add the other lighting. Does everyone use just standard lighting to light the insides of their maps and the light maps etc…are extra’s. What’s the main source for light used inside of buildings?
custom tex will be compiled with a built in default shader, unless overridden by a custom shader, the default shader has a lightmap stage.
but that doesn`t mean they cast light, as the lightmap is a way of storing precompiled light color and shadow info that the tex (surface) had cast on it during the light stage of compiling.
eg of a default shader
textures/mymap/concrete01
{
qer_editorimage textures/mymap/concrete01.tga
surfaceparm gravelsteps
{
map $lightmap
rgbGen identity
}
{
map textures/mymap/concrete01.tga
rgbGen identity
blendFunc filter
}
}
note the qer_editorimage is not needed if it is the exact same path as the shader name, but if we have several uniquely named shaders sharing the tex (.tga or .jpg image file) then a qer_editorimage can point to the shared tex which can be stored in a different image folder, see below for an eg of this.
also if you want a simple custom shader to give off light, then add similar lines at the top of this next shader
textures/mymap/light01_30k_yellow
{
q3map_lightimage textures/mymap/shader_images/yellow.tga
qer_editorimage textures/mymap/shader_images/light01.tga
q3map_surfacelight 30000
surfaceparm nomarks
surfaceparm trans
{
map $lightmap
rgbGen identity
}
{
map textures/mymap/shader_images/light01.tga
rgbGen identity
blendFunc filter
}
{
map textures/mymap/shader_images/light01_blend.tga
blendFunc add
}
}
with the q3map_surfacelight value, use less if the surface is large, eg 8000 for a night time window, but generally surface lights need higher values then light entities.
the light01_blend.tga stage is used to make the surface appear to glow, although not a “dynamic glow” effect used in modern games like jedi academy, these are simply brighter then a normal surface would be.
the image used for a blend like this can simply be the same path as the original light tex, eg a wall light fitting, but its usually better to have these images contain black backgrounds with colored pixels where we want the surface light to appear most intense, although this doesnt actually affect the light cast from these surfaces, just the appearance.
you can make a mymap.shader file by simply renaming a .txt file as mymap.shader and copying in the above eg, then add the name mymap to your shaderlist.txt in your scripts folder.
hth
you can also help control the amount of light given off by a surface by adding the line q3map_lightsubdivide 32 under the q3map_surfacelight line.
this alters the distance between surface generated point lights (similar to entity lights) default value is 120, which I think corresponds to map units, ie place a point light every 120 map units over the compiled light surface, but I might be wrong.
the general use of these is the larger the surface the higher the value, eg skies used to have 512 but there is a different way we now cast light from skies, if you want to know more, search for q3map_skylight and q3map_sunext.