Topic for Ronboy's maps/ideas


(vicpas) #61

Make the brush, select it and place the texture clip_metal.
You will see all brush’s sides with texture clip_metal, after choose only one face(side) and place fence’s texture.
If you place fence’s texture in two faces or sides, it will not works.


(ronboy) #62

[QUOTE=vicpas;237165]Make the brush, select it and place the texture clip_metal.
You will see all brush’s sides with texture clip_metal, after choose only one face(side) and place fence’s texture.
If you place fence’s texture in two faces or sides, it will not works.[/QUOTE]

I’ll try that. I had the nodraw texture on all but one side.


(vicpas) #63

About Xlabs’s door, maybe this prefab on attachment helps you.

I made these doors for you and Eugeny.
Take on attachment and extract the files, after open it with GTKRadiant copy and paste to your map.
This little work has three equal doors, but with differents sounds.
Make your choice and good work.
Note: I placed texture areaportal in all doors.
If you want to know how this texture works, before to open each door, calls the console and type /r_showtris 1 walk in the corridor listening each door’s sound and see the texture areaportal working.


(ronboy) #64

Thanks Vicpas. I’ll have a look at the prefab.


(ronboy) #65

Ok, the mappack is ready to be put on filefront as a beta. :infiltrator: The final version will be released in the future.


(vicpas) #66

Hello Ronboy.
The game needs only the files AI_scripting, file.script, BSP, AAS and RCD to work, do not need to place other files on folder maps as SRF, PRT, etc…


(ronboy) #67

[QUOTE=vicpas;237471]Hello Ronboy.
The game needs only the files AI_scripting, file.script, BSP, AAS and RCD to work, do not need to place other files on folder maps as SRF, PRT, etc…[/QUOTE]

Ok, thanks.


(vicpas) #68

Hi,
You could improve your new maps and make a good mappack.


(ronboy) #69

[QUOTE=vicpas;242971]Hi,
You could improve your new maps and make a good mappack.[/QUOTE]

What maps are you referring to? The Hell Mappack?


(vicpas) #70

All made by you until now.


(ronboy) #71

I’ll think about it. :slight_smile:

Edit: I might work on a new map. I’m thinking about a Pow Camp or some kind of German prison. I haven’t forgotten my other maps that are in their beta stage. I can’t decide on making a new map, or working on the previous maps. I found some epic sound effects that I’m dying to use in my maps.


(ronboy) #72

Ok, I think I’ll work on the beach map. When I think it’s ready, I’ll release it as beta 2. I recently downgraded my xp computer to 2000. Gtk Radiant works fine, but I have some work to do with getting the files for my maps togther. Once that’s done, I’ll work on the beach map.


(lamps) #73

This thread seems right for this kind of idea.

I am wondering if it is possible to create a “human objective” and make something a little different as current objectives (blow up this, blow up that, capture that, etc.).

Imagine killing the important general being an objective. Is this even possible on ET engine?


(ronboy) #74

[QUOTE=lamps;245390]This thread seems right for this kind of idea.

I am wondering if it is possible to create a “human objective” and make something a little different as current objectives (blow up this, blow up that, capture that, etc.).

Imagine killing the important general being an objective. Is this even possible on ET engine?[/QUOTE]

Not sure about Et, since it is a multiplayer game. But the source code was released a while back, so it might be possible… :stroggtapir:


(-SSF-Sage) #75

If we would talk about RTCW (this is RTCW section) it would be very easy to do. But it is certainly possible with ET too, if you can work with animations, models and have good knowledge of scripting (or get someone to do it for you). C (iirc) created once a map with human objective for ET, was called VIP. http://et.splatterladder.com/?mod=mapinfo&idx=8209

But ofc in ET you can’t add AI to them, so you have to script everything it does and where it moves.


(ronboy) #76

Good news. I found a spare windows xp computer I can use for mapping. Now I can resume working on my maps. :goliathspin:


(ronboy) #77

Okay, on the beach map I have removed the clip brushes, so the player can use most of the beach. Here is an ambient sound that is kind of hard to hear in the map, but it is better than the loud ambient sound that had guns and explosions in it. I also added some trees on the beach behind the rock formation.
http://depositfiles.com/files/6nqt91sw7

Here is some information on my new mapping computer: Microsoft Windows Xp Home Edition Service Pack 3 Emachines T3393 Intel Pentium 4 CPU 2.00 GHz, 256 MB of RAM.
It’s an old computer, and is a bit slow, but works with Wolfenstein and Gtk Radiant just fine. Expect beta 2 of the beach map to be ready for testing soon. :orbital:

Edit: Here is the version that actually works. The problem was caused by stupid Winzip. http://depositfiles.com/files/7sfmxpeuv


(vicpas) #78

I will test it.


(ronboy) #79

Thanks. I’ll try to have other people test it as well.


(vicpas) #80

Hello, Ronboy.
I am getting this error(See attachment).

Verify if you are working with a original and pure files of RTCW(dlls,exe and etc).