Upcoming : Xmap


(cementoske) #1

more info will follow later :wink:

screenies : http://users.pandora.be/raspatat

Xmap by Cementos and Alfa


(zl1corvette) #2

is that xlabs from rtcw? some shots look really familiar :smiley:
what are the objectives?


(thegnat) #3

Argh! Now I got eyecancer! When you make screenshots, please use FOV 90 or something.
What I can say from the screens - THE TEXTURES ARE STOLEN FROM RtCW! FFS!
Will you guys EVER learn, that ET != RtCW? You signed a License Agreement when you purchased RtCW that differs from the one for ET!


(thore) #4

muhar… yeah…that’s why i deleted rtcw from my harddisk… to play it again and again and again and…

no thanks.


(Oxygen - o2) #5

yeah i think he got permission from those very nice guys at Activision

As for the map, it looks crap compared to the origonal

full detail
/cg_fov 90
objectives?

c’mon man make it propper, xlabs are blue not cream, fix the lights!!!


(cementoske) #6

yeah but i still have much work and the lightning isn’t working yet , a problem somewhere in the map :s

objectives are : allies : destroy the generator ( so they can capture the flag )

  • blow the gate

  • don’t know yet what follows then :stuck_out_tongue:

i’m also making a tunnel now :wink:


(cementoske) #7

Official objectives are now :

Allied team :

  • Destroy the generator
  • Capture the foward spawnpoint
  • Destroy the gate
  • Construct the command post
  • Destroy de V2 - Rocket

Axis :

  • Defend the rocket

More screenies coming soon!


(cementoske) #8

Hi, I have a compile problem,

When i try to compile my map to : FINAL i get a strange MAP VISIBILITY ERROR :

http://users.pandora.be/raspatat/lightning-error.bmp

plz help


(thegnat) #9

Hmmm try this.

And find this:

You may get this error if you have a very large map, or if you can see too much of the map at any one time, causing the map to exceed the maximum vis data size. This can be seen in the “visdatasize” part of the junk.txt file.

You can normally correct this problem by making some, or a lot of you’re brushes detail (but don’t make any brushes that form any part of you’re outer hull detail), also use the “caulk” texture on any faces of a brush that a player will never see.
And this:
MAX_VISIBILITY_EXCEEDED (solution)
posted by: foyleman on Monday, Nov 24, 2003 4:26 pm
use a caulk hull (google!)
make 90% of all brushes detail (without the hulls of the rooms for hint portal creating) or a bigger gridsize or simply raise the chopsize to 2048 or 4096 in worldspawn


(Ifurita) #10

In radiant, hit Ctrl+D to filter off all detail brushes. If nothing disappears, you’re in big trouble.


(cementoske) #11

okay thank you very much for all your help guys :slight_smile:


(cementoske) #12

what’s a detail brush? by the way, if i press CTRL + D nothing happens :s
well i still can’t compile :frowning:

ifurita do you have msn? so yes : can you add cementos@hotmail.com


(nUllSkillZ) #13

If nothing happens I guess that you haven’t got detail brushes so far.


(cementoske) #14

nope i don’t

… but what do I have to use detail brushes for? and do i have to detail de full brushes or just the visible sides?


(Shaderman) #15

Have a look at the Detail & Hint Brushes tutorial from Nib’s Mapper Resource Center.


(cementoske) #16

okay tnx, I can compile my map to (single test) light fast

and simulate old style :s but I can’t use the other compile things


(cementoske) #17

hmm it’s because of -vis , i can’t use compile things with - vis

so the problem will be - vis , but what is it, how do I fix it

i get this error while compiling :

=== running BSP command ===
“E:/Program Files/GTKRadiant/q3map2” -connect 127.0.0.1:39000 -game et -fs_basepath “E:/Program Files/Wolfenstein - Enemy Territory/” -vis -saveprt “D:/Documents and Settings/Jonas/Mijn documenten/xmap.map”
Connected.
1 threads
Q3Map - v1.0r Š 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: E:/Program Files/Wolfenstein - Enemy Territory//etmain/

— Vis —
saveprt = true
Loading D:/Documents and Settings/Jonas/Mijn documenten/xmap.bsp
Loading D:/Documents and Settings/Jonas/Mijn documenten/xmap.prt
7229 portalclusters
23118 numportals
30739 numfaces
************ ERROR ************
MAX_MAP_VISIBILITY exceeded
Wrote XML property file ‘E:/Program Files/GTKRadiant/global.pref’
Wrote XML property file ‘E:/Program Files/Wolfenstein - Enemy Territory/Radiant-1.4/local.pref’
Saving map to D:/Documents and Settings/Jonas/Mijn documenten/xmap.map
Map_SaveFile: D:/Documents and Settings/Jonas/Mijn documenten/xmap.map
Saved in 0.61 second(s).
Setting up
Listening…
=== running BSP command ===
“E:/Program Files/GTKRadiant/q3map2” -connect 127.0.0.1:39000 -game et -fs_basepath “E:/Program Files/Wolfenstein - Enemy Territory/” -vis -saveprt “D:/Documents and Settings/Jonas/Mijn documenten/xmap.map”
Connected.
1 threads
Q3Map - v1.0r Š 1999 Id Software Inc.
Q3Map (ydnar) - v2.5.11
GtkRadiant - v1.4.0 Dec 21 2003 20:42:58
A well-oiled toaster oven
VFS Init: E:/Program Files/Wolfenstein - Enemy Territory//etmain/

— Vis —
saveprt = true
Loading D:/Documents and Settings/Jonas/Mijn documenten/xmap.bsp
Loading D:/Documents and Settings/Jonas/Mijn documenten/xmap.prt
7229 portalclusters
23118 numportals
30739 numfaces
************ ERROR ************
MAX_MAP_VISIBILITY exceeded


(Shaderman) #18

http://www.google.com :smiley:
http://www.wolfensteinx.com/surface/tutorials/compile_errors.html#18


(thegnat) #19

Shaderman, that doesn’t help. I have posted already a link to the search result of google and additionally the explanation of the error and a solution. I don’t think, that cementos understands what that means. Sorry, but for me its obvious.

Thats the point, why I’m against conversions. People decompile maps and do a crappy remake that doesn’t even come near the original. If someone thinks that a conversion is needed then do a good conversion with improvements!

I don’t want to insult anyone, but if someone don’t even know the basics of mapping he shouldn’t start with a conversion of the work from someone else.

Its well known, that with the decompile process of q3map2 all detail/structural informations get lost - all brushes are structural after the decompile. So the “mapper” has to redo all VIS work and therefor detailing brushes that aren’t needed for VIS.

Stop making simple ripoffs from existant maps even if you got the permission (I still doubt that*) from Activision/id! Learn the basics of mapping and start with some smaller, less challenging project to get familar with mapping and getting a feel for esthetics.

Again, I don’t want to make someone stop making maps for ET (even conversions :disgust:, but this is the proof for a typical rip off.

*If someone gives the permission to a conversion, why they don’t give him the original .map file, where all lights and the used detail/structure combination is present so that the conversion maybe will get an success?


(cementoske) #20

thegnat stop doing such a silly posts :stuck_out_tongue: I read the tutorials but my english isn’t very good so it isn’t easy for me to know what I have to do.

THAT IS WHY I ASK IT HERE