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OpenArena Contributions => Maps => Topic started by: seven on September 23, 2010, 08:17:01 PM



Title: new map for oa!
Post by: seven on September 23, 2010, 08:17:01 PM
New map for oa.
It's a test version only.
Map don't has a bots and work only in CTF mode.
Not tested in linux.
delete old file of tbs and tunel  ??? it's important

http://www.speedyshare.com/files/27463782/tbs12.pk3


Title: Re: new map for oa!
Post by: dbX on September 24, 2010, 04:28:25 AM
 -_-


Title: Re: new map for oa!
Post by: WingedPanther on September 24, 2010, 06:21:57 PM
I like the idea, and think it has a lot of potential.  I doubt I could put together something this good.

First thought: I expected to see a lower path underneath the main tunnel to get between the two bases.  It would help make it harder to cover the entrances to the base.

I like the boxes that allow shooting between them at opponents.

I'd like to see a wider variety of terrain in the upper area, it feels like a death zone free-for-all.  The only cover in the main area is the ramps and boxes in the tunnel, which limits the strategies for offense/defense.

There are no weapons in the bases, which could make defending very hard.  You have to leave the base to get a strong weapon.  Someone perched on the rail overhang could hold down defenders while team-mates play capture tag.

I really like the attention to detail in the lights, boxes, etc.  The tunnel itself is very nice.


Title: Re: new map for oa!
Post by: Someone_mad on September 24, 2010, 06:51:23 PM
Quote
I really like the attention to detail in the lights, boxes, etc.  The tunnel itself is very nice.

  • Yeah, but the green flash ramps are not really good with all the map...
  • I've noticed that bots are not loading in the map, there's no bots at all!

Why there's no lot of variety of maps on multiplayer games? I would like to play on new maps with real players... :(
That's probably why there is only the same players all time...
Since three months I haven't see some players... Do they left the game?!


Title: Re: new map for oa!
Post by: Gig on September 25, 2010, 02:44:54 AM
Nice map.
I suggest to add something to distinguish the two bases when the flags aren't there...
Maybe those green ramps seem to clash with the overall style. Maybe, if they could seem rails for mine carts (http://www.google.it/images?hl=it&q=mine+cart&um=1&ie=UTF-8&source=univ&ei=8x6eTOuPO8GBOJDtyIcL&sa=X&oi=image_result_group&ct=title&resnum=1&ved=0CCgQsAQwAA&biw=1024&bih=552), it would be better....


Title: Re: new map for oa!
Post by: Falkland on September 25, 2010, 09:41:39 AM
[...]
  • I've noticed that bots are not loading in the map, there's no bots at all!

Map don't has a bots and work only in CTF mode.


Title: Re: new map for oa!
Post by: fromhell on September 25, 2010, 09:59:09 AM
From the screenshot so far i see you really need to be consistent with texture scale. The typical OA texture scale is 0.125


Title: Re: new map for oa!
Post by: Gig on September 25, 2010, 11:48:14 AM
Nice map.
I suggest to add something to distinguish the two bases when the flags aren't there...
Maybe those green ramps seem to clash with the overall style. Maybe, if they could seem rails for mine carts (http://www.google.it/images?hl=it&q=mine+cart&um=1&ie=UTF-8&source=univ&ei=8x6eTOuPO8GBOJDtyIcL&sa=X&oi=image_result_group&ct=title&resnum=1&ved=0CCgQsAQwAA&biw=1024&bih=552), it would be better....
Another thing, after having tried the third beta version... I suggest to remove or to modify the new railgun platforms at the extremities of the map: even if the teleport "pushes" you down from the platform, you can avoid this simply pressing the "back" button, obtaining a good sniper position (happy campers?). Not so much camping heaven as ctf4ish is, but I fear it may change the gamplay in favour of campers anyway. Maybe the railgun may be over a small pole (without platform), and the "push" of the teleport may be more powerful, preventing you from camping over the pole. Or the railgun may simply be floating in the air. Or it may be substituted by another weapon, for example the nailgun.


Title: Re: new map for oa!
Post by: Someone_mad on September 25, 2010, 01:52:23 PM
[...]
  • I've noticed that bots are not loading in the map, there's no bots at all!

Map don't has a bots and work only in CTF mode.

Yeah, maybe it's an explication of this but I don't understand why bots would not load in it...
I don't want to bored you. I wanna try bots in it.


Title: Re: new map for oa!
Post by: Peter Silie on September 25, 2010, 02:13:20 PM
Bots need a file including their ways (aas).
He didn´t made this file.


Title: Re: new map for oa!
Post by: MyLittlePwny on September 26, 2010, 02:39:11 AM
Yeah, I'd definitely reskin the big yellow ramps. Maybe like an I-beam or girder or similar? (Or like tracks like someone else suggested above...)

Also, I'd switch around the ramps (and the side of the railgun ledge) on the blue end of the map, so that they're the same layout whichever team you spawn on. I guess you'd call that diagonally symmetrical? Might make it more interesting getting from one side to the other over the top area, too.


Title: Re: new map for oa!
Post by: seven on September 26, 2010, 03:21:23 AM
 ;D


Title: Re: new map for oa!
Post by: Gig on September 26, 2010, 04:06:33 AM
Probably Fromhell is right, some textures seem too "zoomed".... And remember that, if something does not meet Fromhell's quality standards/taste, it will not be included in the next OpenArena releases...

Please, do not offend youself, but in my opinion, Beta 4 isn't so good as the previous. The new railgun platforms have been enlarged and made higher: the map will be hostage of railgun campers, that now are more difficult to kill from below. More, from up there the fact that the map is suspended in nothing (like all the maps) is really too much evident... not so good at look.
Another thing about the visual look: the powerline pylons suddently end in nothing... is it possible to draw some powerline cables that go down to the ground and/or add more pylons externally?

I liked more the Beta 1 (maybe plus the teleport that brings you out of the cave)... i suggest to "keep it simple"...



Title: Re: new map for oa!
Post by: Falkland on September 26, 2010, 09:12:03 AM
[...]
  • I've noticed that bots are not loading in the map, there's no bots at all!

Map don't has a bots and work only in CTF mode.

Yeah, maybe it's an explication of this but I don't understand why bots would not load in it...

Bots support requires the .aas file to be in the same pk3 file that contains the map under the ./map subdir included the pk3. ( pk3 files are fundamentally zip archives )
 
AAS stands for Area Awareness System and it's the system used by the IDtech3 bots system to let bots "having knowledge" of how a map is . Without the .aas file , simply bots system doesn't have any knowledge of the map and bots don't load.

The aas file needs to be generated at map compiling time , so if the author of the map doesn't provide it , there's nothing you can do to have bots loading unless you use another bot system. It seems to me to remember that CPMA bots don't use AAS .


Title: Re: new map for oa!
Post by: Graion Dilach on September 26, 2010, 09:59:14 AM
Falkland is a bit wrong, you can use the DIY method; DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Bot_play]to compile the AAS yourself (http://([b).

I usually did this with every map I don't have an aas, and while not every of them was successful, mostly they were (Some maps from the Var-Valerio mappack are faulty even with forcesidesvisible).

BTM: I didn't have time to give it a try, but I will.


Title: Re: new map for oa!
Post by: Udi on September 26, 2010, 10:23:29 AM
BTM: I didn't have time to give it a try, but I will.

I've tried it, but I get a MAX_MAPFILE_PLANES error :(. Maybe you'll have more luck.


Title: Re: new map for oa!
Post by: seven on September 26, 2010, 10:30:54 AM
BTM: I didn't have time to give it a try, but I will.

I've tried it, but I get a MAX_MAPFILE_PLANES error :(. Maybe you'll have more luck.

Ase objects - bots not avible :(


Title: Re: new map for oa!
Post by: Graion Dilach on September 26, 2010, 10:35:42 AM
No, Udi, it happened here that, too.

Seems like the BSP is too complicated for BSPC.

I find a similar experience over Q3World (http://www.quake3world.com/forum/viewtopic.php?f=10&p=833443), where it was fixed, but the workaround is overcomplicated and needs the original map-file using the fixaas option and having two versions (http://www.quake3world.com/forum/viewtopic.php?t=31963).

Actually, this is what islanddm needs as well to have an AAS.

EDIT: I still didn't play a second on the map.... now I should...


Title: Re: new map for oa!
Post by: sago007 on September 26, 2010, 10:46:24 AM
The source for bspc can be found in the original quake 3 source code. In there you can change the limits, that is how the island maps got bot support. It does increase the risk of a crash slightly though. And the aas file might be so big that the bot cannot do its path-finding work... but at least they load and run around and shoot.


Title: Re: new map for oa!
Post by: Graion Dilach on September 27, 2010, 05:27:12 AM
Might be. I found that line in qbsp.h... but hell, I can't compile it nor with my uni's '91 BorlandC, nor VC++2008, nor MinGW/MSYS...

What compiler should I use for it?  ??? Linux is not an option.


Title: Re: new map for oa!
Post by: sago007 on September 27, 2010, 09:05:17 AM
Possible MSVS6. I believe that is the compiler that are most successful compiler for Quake 3 stuff.

I has problems to because it cannot compile in 64 bit Linux either. I had to use another machine to compile a 32 bit version.


Title: Re: new map for oa!
Post by: Gig on September 27, 2010, 11:09:09 AM
Beta 5 tried.
Not bad.  :) The new texture for the ramp is a good thing. Also making the big camping plarforms unreachable (thus, they are only graphic stuff, now...) is a nice choice (however, for visual look, also the old big monolites were good).

But I don't understand why the small platform are still there, without noting over them. Maybe you could make something to reach them (a jump-pad, or a teleport like in a previous version), but without putting a railgun there (one may take the railgun from the other place, then go to the platform and fire, but when he runs out of ammo he will need to go down and stop camping).

Again, I suggest to place something colored (red and blue) to distinguish the two bases when the flags aren't there...

And why did you remove the powerline pylons? They were nice...

Bye!  :)


Title: Re: new map for oa!
Post by: sago007 on September 27, 2010, 11:16:23 AM
I thought the placement of the rail was excellent because one had to jump down on the platform and was therefore very vulnerable from above. That obviously requires some spawnpoints above or spawn camping is too easy.


Title: Re: new map for oa!
Post by: Gig on September 27, 2010, 12:29:26 PM
I thought the placement of the rail was excellent because one had to jump down on the platform and was therefore very vulnerable from above. That obviously requires some spawnpoints above or spawn camping is too easy.
Are you talking about the railgun over the big protruding rock? It is still there, isn't it?


Title: Re: new map for oa!
Post by: Gig on October 01, 2010, 11:12:34 AM
Seven, no new beta to try, yet?


Title: Re: new map for oa!
Post by: Gig on October 07, 2010, 03:17:25 PM
Seven, a suggestion: it is nice to update the link in the first post... but please add a new post to say that you published a new beta of the map, too...

I missed the version 6, and since there have been no new posts in the last days, probably also other guys missed it.

If possible, also saying what's new in each version would be nice...

Update: tried the beta 7. Not bad. I would still add two more powerline pylons outside. One of the small (empty) platforms has been removed (thus, only one side has it!), but its shadow is still on the ground. I fear that some textures may still not meet Fromhell's quality standards (do you remember his post about textures)?

PS: Does someone know why I get a much lower framerate when I enter the tunnel section? I have old hardware, with 32 MB Geforce2MX...


Title: Re: new map for oa!
Post by: WingedPanther on October 07, 2010, 06:52:22 PM
Just a heads up: I played this today with a few friends in E+, and had a ton of fun on it.


Title: Re: new map for oa!
Post by: seven on October 08, 2010, 12:16:10 PM
Just a heads up: I played this today with a few friends in E+, and had a ton of fun on it.
;D


Title: Re: new map for oa!
Post by: Gig on October 08, 2010, 12:20:06 PM
Seven, I just tried your "tbs" version.
I don't understand why you did the tunnel and big ramps completely black...

And I still experiece strange framerate problems in this map... What programs do you use for editing and compiling it?

PS: Again, please write a new post when you upload a new beta, saying something like "New beta (X) is out! Please download it from the first post. Changes: Y,Z..."...


Title: Re: new map for oa!
Post by: seven on October 08, 2010, 01:11:16 PM
Seven, I just tried your "tbs" version.
I don't understand why you did the tunnel and big ramps completely black...

And I still experiece strange framerate problems in this map... What programs do you use for editing and compiling it?

PS: Again, please write a new post when you upload a new beta, saying something like "New beta (X) is out! Please download it from the first post. Changes: Y,Z..."...

J fix the tbs it's is a new version of tbs(sic!). J have no problem whith fps, J test map on windows XP with radeon 9600 and on Vista with radeon 4200. To compile J use q3map2 whith settings copy from http://rainbow.furver.se/index.php?name=Forums&file=viewtopic&t=1695).
Black ramp - J have a same problem. Solution is easy( (2h latter 8)), delete old map file. it's work. (pk3 file must be overwritten in otherwise game load old textures, even if map has other names, for me it's a surprise)


Title: Re: new map for oa!
Post by: seven on October 08, 2010, 01:39:41 PM
New map for oa.
It's a test version only.
Map don't has a bots and work only in CTF mode.
Not tested in linux.
new version avible !!
Some changes. More weapons, items.
It's steel under construction.
v7
http://www.speedyshare.com/files/24579597/tunel7.pk3
v beta
- optimized texture (So far, only one)
- skybox
- fixed clip (near the left tube)
- add shaders
version tbs (tunel beta special - waiting for megatexture in OA)
http://www.speedyshare.com/files/24600714/tbs.pk3
Probably it's end. I waiting for support 4096px size textures, then I'll do a new good look texture and fix normals.



New beta map is ready. Please download it from the first post. Changes:
- skybox
- texture
- UV
- clips
- large terrain map
please delete old tunel pk3 file for fix texture bug


Title: Re: new map for oa!
Post by: seven on October 08, 2010, 01:53:08 PM
Seven, a suggestion: it is nice to update the link in the first post... but please add a new post to say that you published a new beta of the map, too...

I missed the version 6, and since there have been no new posts in the last days, probably also other guys missed it.

If possible, also saying what's new in each version would be nice...

Update: tried the beta 7. Not bad. I would still add two more powerline pylons outside. One of the small (empty) platforms has been removed (thus, only one side has it!), but its shadow is still on the ground. I fear that some textures may still not meet Fromhell's quality standards (do you remember his post about textures)?

PS: Does someone know why I get a much lower framerate when I enter the tunnel section? I have old hardware, with 32 MB Geforce2MX...

In the future J'll optimize the map and delete unnecessary polygons.


Title: Re: new map for oa!
Post by: Gig on October 08, 2010, 04:32:43 PM
What is "fbs"? (You are talking to a person that does not create maps.)
I thought that most people created maps using Q3Radiant or GTK Radiant. And maybe someone uses DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Modelling_a_map]Blender (http://([b) to do this (I don't know if this is advisable or not).
What is fbs?

Maybe someone could add some info/link about it on this page: DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_%26_tutorials]Mapping resources & tutorials (http://([b)...


Title: Re: new map for oa!
Post by: seven on October 08, 2010, 04:49:21 PM
What is "fbs"? (You are talking to a person that does not create maps.)
I thought that most people created maps using Q3Radiant or GTK Radiant. And maybe someone uses DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Modelling_a_map]Blender (http://([b) to do this (I don't know if this is advisable or not).
What is fbs?

Maybe someone could add some info/link about it on this page: DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_%26_tutorials]Mapping resources & tutorials (http://([b)...
J use q3map2, gtkradiant, blender.
To make skybox I use blender


Title: Re: new map for oa!
Post by: Gig on October 08, 2010, 06:05:40 PM
Maybe you may add a pair of more items (some more health, for example, or a new kind of weapon) around the upper level and/or on the thin ramps (otherwise, why should one use those ramps instead of using the teleporter or jumping down?). Without exceeding, since the map is small.

Again, I suggest to place something red and blue to distinguish the two bases.

What's the problem with the textures? Can we help you in some way? I don't think that "waiting for megatexture support to fix them" would be an option: I don't have idea if OpenArena will ever support them! And without a good looking, it is unlikely that even a good-gameplay map would be placed in a future official release.

Quote from: Seven
(pk3 file must be overwritten in otherwise game load old textures, even if map has other names, for me it's a surprise)
AFAIK, when the game loads the PK3s, it puts everything together... thus if a pk3 contains a file like \textures\walls\wall1.tga, it may affect any map that searches for \textures\walls\wall1.tga, even if that map is packaged into another pk3. This explains -at least in part- why sometimes you autodownload a map (or other stuff) and something else (like another map, apparently unrelated) starts having problems.
Pk3s are loaded in alphabetical order: a \textures\walls\wall1.tga inside a "PAK1.pk3" file is loaded after, and thus will "override" a  \textures\walls\wall1.tga contained in a "PAK0.pk3" file. If two files contained in two separate Pk3s have the same path/name, the one contained in the alphabetically "highest" pk3 "wins", and potentially may cause problems in things created to work with the other file. And I think that, in case of conflict, "autodownloaded" files tend to override the files under the installation folder, but I'm not sure how this priority works exactly.

In our case, tbs.pk3 comes alphabetically before tunel.pk3, thus it loaded before the other and its contained files with the same name are overridden.

When creating new custom textures or shaders, maybe using imaginative names may be good to try to avoid naming conflicts (I suppose).
Anyway, maybe someone more expert than me could give you better advices.


Title: Re: new map for oa!
Post by: Graion Dilach on October 09, 2010, 01:15:22 PM
Gig, what you've write is absolutely correct.

Seven, Sago007 found some interesting compiling options which may helps you to not get a megatexture as well. See http://openarena.ws/board/index.php?topic=2837.msg31498#msg31498 (http://openarena.ws/board/index.php?topic=2837.msg31498#msg31498)


Title: Re: new map for oa!
Post by: hkn on October 09, 2010, 02:03:32 PM
Seven, a suggestion: it is nice to update the link in the first post... but please add a new post to say that you published a new beta of the map, too...

I missed the version 6, and since there have been no new posts in the last days, probably also other guys missed it.

If possible, also saying what's new in each version would be nice...

Update: tried the beta 7. Not bad. I would still add two more powerline pylons outside. One of the small (empty) platforms has been removed (thus, only one side has it!), but its shadow is still on the ground. I fear that some textures may still not meet Fromhell's quality standards (do you remember his post about textures)?

PS: Does someone know why I get a much lower framerate when I enter the tunnel section? I have old hardware, with 32 MB Geforce2MX...

The low framerate can be explained by the high polycount in the pipes and that map hasn't any HINT BRUSH splitting the map areas to help the engine in backface culling.

Open the map with devmode and set "r_showtris 1", you can view all the polygons occluded actually being rendered anyway.

The worse part for fix that it's that the map itself, especially the distribution make difficult the task of hinting, so probably the most part of geometry will be rendered no matter what.


Title: Re: new map for oa!
Post by: Gig on October 10, 2010, 04:46:39 AM
Tried version TBS1... The textures still don't seem too good.
But I'm not the right one to test them: cause of the big performance problems this map gives to me, I have to lower the "texture detail" (not the "geometric detail"), or I get around 1 pfs (except when I see only the border wall)...

Another question: why do the "marks on walls" do not work on this map?


Title: Re: new map for oa!
Post by: Gig on October 18, 2010, 06:52:43 AM
Hi Seven... we're waiting for a new beta! :-)


Title: Re: new map for oa!
Post by: seven on October 20, 2010, 07:40:27 PM
Hi Seven... we're waiting for a new beta! :-)

http://www.speedyshare.com/files/24796404/tbs2.pk3


Title: Re: new map for oa!
Post by: Gig on October 21, 2010, 02:03:55 PM
I like the new version! Now it seems no more suspended in nothing... a lot better! :-)

 :)  :)  :)

Probably someone may suggest some optimizations, I don't know how to do them...
Anyway I list some things to take a look:

- the pk3 seems quite big for a such small map
- some textures seem "too bright"
- the big ramps now are completely white!
- "marks on walls" do not work in this map
- I have the performance problems I talked about before, on it
- It would be nice to have bot support, to do some real tests
- It would be nice to have the location names (to know where your teammates are... like "red base", "blue base", "tunnel", "blue ground", "red ground"... or something similar)
- It would be nice to have support for the additional gametypes (one flag ctf, harvester, overload, domination, double domination)
- It would be nice to have "something" looking red and blue do distinguish the two bases when the flags are out


Title: Re: new map for oa!
Post by: Graion Dilach on October 22, 2010, 02:00:55 AM
Nowadays I play with cg_flares and cg_leis on, and I was surprised that the whole terrain emitted light in tbs2.

I even misthought my HUD color because of that.


Title: Re: new map for oa!
Post by: Gig on October 22, 2010, 09:25:23 AM
Right! With "Bloom" activated, the whole map emits light! This may even be nice, for a desertic planet with very high temperatures... but maybe it's too much!  :)


Title: Re: new map for oa!
Post by: seven on October 22, 2010, 03:11:29 PM
Right! With "Bloom" activated, the whole map emits light! This may even be nice, for a desertic planet with very high temperatures... but maybe it's too much!  :)

J have problems
- with bloom effects or flare, j don't know how it disables
- j can't do shader with "marks on walls"
- and how disable shadows on weapons


Title: Re: new map for oa!
Post by: seven on October 23, 2010, 04:46:12 PM
Somthing wrong with shader. The difference between full screen and window under Windows
what is wrong?



Title: Re: new map for oa!
Post by: Gig on October 24, 2010, 04:04:25 AM
I don't know... I do not have this change while switching from fullscreen to window mode... maybe it's your video card driver? I'm using Windows XP on an old machine with a 32MB video card (GeForce2MX).

OT: I see that you see the big ramp "normally"... on my pc, it looks completely white...


Title: Re: new map for oa!
Post by: seven on October 24, 2010, 09:01:01 AM
I don't know... I do not have this change while switching from fullscreen to window mode... maybe it's your video card driver? I'm using Windows XP on an old machine with a 32MB video card (GeForce2MX).

OT: I see that you see the big ramp "normally"... on my pc, it looks completely white...

hmm... i will test it on radeon 880 on another "clean" comp


Title: Re: new map for oa!
Post by: seven on October 24, 2010, 11:35:11 AM
I don't know... I do not have this change while switching from fullscreen to window mode... maybe it's your video card driver? I'm using Windows XP on an old machine with a 32MB video card (GeForce2MX).

OT: I see that you see the big ramp "normally"... on my pc, it looks completely white...
it's a shader of big ramp  - (not include in q3map2 and gtk radiant)
textures/lm/droga
{
   qer_editorimage textures/lm/droga.tga
   surfaceparm nolightmap
   {
      map textures/lm/droga.tga
      alphaGen lightingSpecular
   }
   {
      map textures/lm/myx.tga
      tcMod scale 4 4
      alphaGen lightingSpecular
   }
   {
      map textures/lm/droga.tga
      blendfunc gl_dst_color gl_dst_color
   }
   {
      map $lightmap
      blendfunc filter
      rgbGen identity
      tcGen lightmap
   }
}

and map in tga format and alpha channel (it's example all is in pk3 file).
J delete surfaceparm nolightmap, cause J compile map with paramets no vertex light. It was nessesery for early compilations.



Title: Re: new map for oa!
Post by: Gig on October 26, 2010, 03:48:07 PM
I'm sorry, I really don't know how to help you... I hope that someone able to map reads these posts...

Maybe you may ask to Cosmo (http://openarena.ws/board/index.php?action=profile;u=1072), Neon Knight (http://openarena.ws/board/index.php?action=profile;u=1684) or Pulchr (http://openarena.ws/board/index.php?action=profile;u=1003), if they are able to help you fixing the map...


Title: Re: new map for oa!
Post by: Neon_Knight on October 26, 2010, 03:55:26 PM
I'm in the mapping department, not in the texturing one. :P


Title: Re: new map for oa!
Post by: Graion Dilach on October 26, 2010, 04:02:07 PM
Wait a second, I just thought of something. Once I read some shader tuts...

Isn't it possible that LightingSpecular makes the bloom related problem?

Also if it's a shader problem, check the corresponding shader, then. You should know what name you're using for them...


Title: Re: new map for oa!
Post by: seven on October 26, 2010, 05:24:05 PM
Wait a second, I just thought of something. Once I read some shader tuts...

Isn't it possible that LightingSpecular makes the bloom related problem?

Also if it's a shader problem, check the corresponding shader, then. You should know what name you're using for them...

J changed paramentr in shader blendfunc add to blendFunc GL_DST_COLOR GL_ZERO but map look difrent, but bloom effects is disabled.


Title: Re: new map for oa!
Post by: pulchr on October 27, 2010, 12:38:00 AM
sorry, i have no clue on how to map with blender.


Title: Re: new map for oa!
Post by: Pain on October 27, 2010, 01:31:03 AM
cool maps. too bad they are not used on public servers  >:( (afaik)


Title: Re: new map for oa!
Post by: seven on October 27, 2010, 11:51:33 AM
sorry, i have no clue on how to map with blender.
I also use gmax.


Title: Re: new map for oa!
Post by: seven on October 27, 2010, 11:57:25 AM
cool maps. too bad they are not used on public servers  >:( (afaik)
;)


Title: Re: new map for oa!
Post by: Gig on October 27, 2010, 12:04:58 PM
Maybe some info about mapping with blender can be found here:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Modelling_a_map
and following the links at the end of that page...


Title: Re: new map for oa!
Post by: seven on October 27, 2010, 12:38:56 PM
Maybe some info about mapping with blender can be found here:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Modelling_a_map
and following the links at the end of that page...
thx! J export map to ASE format.


Title: Re: new map for oa!
Post by: Gig on October 27, 2010, 12:58:42 PM
You may find some more mapping-related infos here:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_resources_%26_tutorials


Title: Re: new map for oa!
Post by: seven on October 31, 2010, 11:48:37 AM
map :)
tbs v7
- no bloom effects on terrain
- mega health in interesting place
- add jumppads
- refresh skybox
- beter looks terrain shader
- delete unuse alpha channel (little file)
- close to the end


Title: Re: new map for oa!
Post by: Someone_mad on October 31, 2010, 02:26:25 PM
Hey looks good...!
I've put a link of a download on a french forum...!
look here ^^ http://openarena.forumactif.com/maps-f8/maps-en-vracs-t60.htm (http://openarena.forumactif.com/maps-f8/maps-en-vracs-t60.htm)
         ±END¤CONNEXION±


Title: Re: new map for oa!
Post by: seven on October 31, 2010, 03:03:18 PM
Hey looks good...!
I've put a link of a download on a french forum...!
look here ^^ http://openarena.forumactif.com/maps-f8/maps-en-vracs-t60.htm (http://openarena.forumactif.com/maps-f8/maps-en-vracs-t60.htm)
         ±END¤CONNEXION±
thx


Title: Re: new map for oa!
Post by: Someone_mad on October 31, 2010, 03:37:57 PM
My pleasure...!
        ±END¤CONNEXION±


Title: Re: new map for oa!
Post by: Gig on October 31, 2010, 05:42:54 PM
Remember to tell them that it is only a beta...  ;)


Title: Re: new map for oa!
Post by: Gig on October 31, 2010, 06:30:30 PM
Seven, I tried tbs7.
I like it!!!!  ;D

And this time my old machine framerate slowdown is much less than in the previous versions! :) I don't know if it is caused by the different shaders you used, or by different compiling options, or something else.

But I have to say that the jump-pads (except the fact that their texture is not excellent) that allow you to fly from an edge of the map to the other are funny to use, but may be dangerous for the gameplay: they allow to capture the flag in few seconds:
- Starting from your side of the map, use the jump-pad, taking the megahealth.
- While you are mid-air, push "back" button. You will land directly on the enemy flag.
- Jump down from there, and enter the teleport.
- Use the jump-pad, and push "back" button. You will land direcly on your flag. Scored!
How many seconds needs this? Maybe a little too fast?
Well, the map is small and maybe also strafe-jumping through the tunnel will take a similar short time, but in the tunnel you have to slow down a bit in the central part... and probably it could be a little more easy to the enemy team to kill you before you pass the middle of the tunnel than when you are mid-air after using the jump-pad...
Guys, what do you think about it?

PS: If you want to make the map compatible with other gametypes (like One Flag CTF and Domination), you can take a look to:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping
and
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes
Since that page does not talk about Overload, Harvester and One Flag Capture (yet), you can take a look to this page (http://webcache.googleusercontent.com/search?q=cache:BQNCRUSpON4J:https://zerowing.idsoftware.com/svn/radiant.gamepacks/Q3Pack/trunk/install/docs/Team_Arena_Mapping_Help/pages/ta_game_types.html).

PPS: Seven, take a look to the console log: there are a couple of messages about "unknown blend mode xxxxx in shader yyyyy".

PPPS: Another strange thing is that, if I launch the map in "Double Domination" mode, it works (since the "double domination points" are simply placed where the red and the blue flags are), but scrolling (a lot) back the console log, I see "Warning: DD without point A" and "Warning: DD without point B".. these messages do not appear in some other maps I tried, and are just under the "missing AAS" error... maybe are they shown only because there is no aas file, even if this sounds a little strange, reading the error message?


Title: Re: new map for oa!
Post by: Someone_mad on October 31, 2010, 06:52:36 PM
Remember to tell them that it is only a beta...  ;)
HAHA!
I will Gig, for sure...!
       ±END¤CONNEXION±


Title: Re: new map for oa!
Post by: seven on October 31, 2010, 07:21:23 PM
Seven, I tried tbs7.
I like it!!!!  ;D

And this time my old machine framerate slowdown is much less than in the previous versions! :) I don't know if it is caused by the different shaders you used, or by different compiling options, or something else.

But I have to say that the jump-pads (except the fact that their texture is not excellent) that allow you to fly from an edge of the map to the other are funny to use, but may be dangerous for the gameplay: they allow to capture the flag in few seconds:
- Starting from your side of the map, use the jump-pad, taking the megahealth.
- While you are mid-air, push "back" button. You will land directly on the enemy flag.
- Jump down from there, and enter the teleport.
- Use the jump-pad, and push "back" button. You will land direcly on your flag. Scored!
How many seconds needs this? Maybe a little too fast?
Well, the map is small and maybe also strafe-jumping through the tunnel will take a similar short time, but in the tunnel you have to slow down a bit in the central part... and probably it could be a little more easy to the enemy team to kill you before you pass the middle of the tunnel than when you are mid-air after using the jump-pad...
Guys, what do you think about it?

PS: If you want to make the map compatible with other gametypes (like One Flag CTF and Domination), you can take a look to:
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping
and
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Mapping_information_for_special_gametypes
Since that page does not talk about Overload, Harvester and One Flag Capture (yet), you can take a look to this page (http://webcache.googleusercontent.com/search?q=cache:BQNCRUSpON4J:https://zerowing.idsoftware.com/svn/radiant.gamepacks/Q3Pack/trunk/install/docs/Team_Arena_Mapping_Help/pages/ta_game_types.html).

PPS: Seven, take a look to the console log: there are a couple of messages about "unknown blend mode xxxxx in shader yyyyy".

PPPS: Another strange thing is that, if I launch the map in "Double Domination" mode, it works (since the "double domination points" are simply placed where the red and the blue flag are), but scrolling (a lot) back the console log, I see "Warning: DD without point A" and "Warning: DD without point B".. these messages do not appear in some other maps I tried, and are just under the "missing AAS" error... maybe are they shown only because there is no aas file, even if this sounds a little strange, reading the error message?
I thing so about delete jumpad on top


Title: Re: new map for oa!
Post by: seven on October 31, 2010, 07:23:22 PM
Remember to tell them that it is only a beta...  ;)
How make marks on wall?


Title: Re: new map for oa!
Post by: Gig on October 31, 2010, 08:10:30 PM
Another thing: the powerline wires of that two colors look strange... what about having them simply black?

PS: What about placing some kind of item (a weapon -but not the railgun- or some kind of bonus, for example a portable medkit or a health bonus) on the two small platforms? Those that you can reach only with a rocket jump (losing health) and then you find nothing over them....


Title: Re: new map for oa!
Post by: seven on November 01, 2010, 04:37:58 AM
Another thing: the powerline wires of that two colors look strange... what about having them simply black?

PS: What about placing some kind of item (a weapon -but not the railgun- or some kind of bonus, for example a portable medkit or a health bonus) on the two small platforms? Those that you can reach only with a rocket jump (losing health) and then you find nothing over them....
good idea - done!


Title: Re: new map for oa!
Post by: Gig on November 14, 2010, 05:40:53 AM
Seven, again you posted a new version of the map without writing a new post!
Let's go to see the re-textured version....

I copy the links here, for convenience:
http://www.speedyshare.com/files/24968770/tbs7.pk3 (old textures)
http://www.speedyshare.com/files/25008016/tbs7.pk3 (new textures)

More, the name of the pk3 of these two versions is the same... tbs7... and that name has been previously used in another version of the map (I see it's not the same version, even for the "old textures" version the size of the file is different than in the previous tbs7)!

Okay, tested the new version.
About the new textures, they seem nice at the first look (even if maybe they make a little more difficult to distinguish the shape of the map), but at the highest detail level, it is possible to see something like pixels artefacts...

I suggest you to place some item (maybe series of +5 health or armor shards, but decide yourself) on the small ramps, to encourage players to use them (otherwise, peple will always simply jump down or use the teleporter).

Another thing: somebody can tell me why in this map I have big problems in rocketjumping to get on the small platforms? PS: there is still nothing over those platforms, why should one get there?

PS: I still hope that someone may help you telling how to enable marks on walls in this map.

UPDATE: Tested with bots... it seems that bots never go to the upper level. Even if I steal their flag and stop myself in the middle of the ramp that goes up, waiting for them to chase me, they stop at the first meters of the ramp and shoot from there... it seems that they can't go further...


Title: Re: new map for oa!
Post by: pulchr on November 14, 2010, 06:06:24 AM
PS: I still hope that someone may help you telling how to enable marks on walls in this map.

i guess it's because the map is one large model?


Title: Re: new map for oa!
Post by: seven on November 14, 2010, 09:23:55 AM
Seven, again you posted a new version of the map without writing a new post!
Let's go to see the re-textured version....

I copy the links here, for convenience:
http://www.speedyshare.com/files/24968770/tbs7.pk3 (old textures)
http://www.speedyshare.com/files/25008016/tbs7.pk3 (new textures)

More, the name of the pk3 of these two versions is the same... tbs7... and that name has been previously used in another version of the map (I see it's not the same version, even for the "old textures" version the size of the file is different than in the previous tbs7)!

Okay, tested the new version.
About the new textures, they seem nice at the first look (even if maybe they make a little more difficult to distinguish the shape of the map), but at the highest detail level, it is possible to see something like pixels artefacts...

I suggest you to place some item (maybe series of +5 health or armor shards, but decide yourself) on the small ramps, to encourage players to use them (otherwise, peple will always simply jump down or use the teleporter).

Another thing: somebody can tell me why in this map I have big problems in rocketjumping to get on the small platforms? PS: there is still nothing over those platforms, why should one get there?

PS: I still hope that someone may help you telling how to enable marks on walls in this map.

UPDATE: Tested with bots... it seems that bots never go to the upper level. Even if I steal their flag and stop myself in the middle of the ramp that goes up, waiting for them to chase me, they stop at the first meters of the ramp and shoot from there... it seems that they can't go further...
I think that low level is good for bots, cause bots walk no reason on the top level. On top bots are unsuitable.


Title: Re: new map for oa!
Post by: seven on November 14, 2010, 09:35:41 AM
PS: I still hope that someone may help you telling how to enable marks on walls in this map.

i guess it's because the map is one large model?
Yes, it is. Only clips are made in Gtkradiant.The rest is made in Blender.(ASE format)


Title: Re: new map for oa!
Post by: seven on November 14, 2010, 09:39:58 AM
at the moment too many bugs to a new post but...
http://www.speedyshare.com/files/25186750/wyspa.pk3


Title: Re: new map for oa!
Post by: seven on November 14, 2010, 09:57:26 AM
Seven, again you posted a new version of the map without writing a new post!
Let's go to see the re-textured version....

I copy the links here, for convenience:
http://www.speedyshare.com/files/24968770/tbs7.pk3 (old textures)
http://www.speedyshare.com/files/25008016/tbs7.pk3 (new textures)

More, the name of the pk3 of these two versions is the same... tbs7... and that name has been previously used in another version of the map (I see it's not the same version, even for the "old textures" version the size of the file is different than in the previous tbs7)!

Okay, tested the new version.
About the new textures, they seem nice at the first look (even if maybe they make a little more difficult to distinguish the shape of the map), but at the highest detail level, it is possible to see something like pixels artefacts...

I suggest you to place some item (maybe series of +5 health or armor shards, but decide yourself) on the small ramps, to encourage players to use them (otherwise, peple will always simply jump down or use the teleporter).

Another thing: somebody can tell me why in this map I have big problems in rocketjumping to get on the small platforms? PS: there is still nothing over those platforms, why should one get there?

PS: I still hope that someone may help you telling how to enable marks on walls in this map.

UPDATE: Tested with bots... it seems that bots never go to the upper level. Even if I steal their flag and stop myself in the middle of the ramp that goes up, waiting for them to chase me, they stop at the first meters of the ramp and shoot from there... it seems that they can't go further...
I forgot to delete unnecessary alpha channel in main texture :( This is circa 2 MB.


Title: Re: new map for oa!
Post by: Gig on November 15, 2010, 05:40:01 AM
I think that low level is good for bots, cause bots walk no reason on the top level. On top bots are unsuitable.
Do you mean that bots, if allowed to use the higher level, will simply stay there without defending their flag or trying to capture the other?
This would be a big problem. Without the bots being able to get there, any human player can capture too easily, simply using the parts of the map where bots will never follow him!

I don't know if this (http://dev.johnstevenson.co.uk/bots/20585341-The-Quake-III-Arena-Bot.pdf) may or not help you optimizing the bots behavior in the map.

-----------------------------------

For Cacatoes or any mapper: About marks on walls, if it is not possible at all to have them shown in any model... I suppose this should be said DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Modelling_a_map]here (http://([b) (in the list of disadvantages of "modelling" a map), right? Or is there some way to workaround the problem?

PS: I just added DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/index.php?title=Modelling_a_map&diff=7867&oldid=7598]a short intro (http://([b) for that page, please correct it if wrong.


Title: Re: new map for oa!
Post by: Gig on November 15, 2010, 06:36:03 AM
at the moment too many bugs to a new post but...
http://www.speedyshare.com/files/25186750/wyspa.pk3

What about finishing a map before working on a new one?  :)

Anyway, this seems nice.
As you said, there are bugs like the fact that you don't die if falling out of the map, or the invisible wall next to the first column on the left. I noticed that, Cruriosily, while most of the map does not support them, some of the bases of the culums have a face where they work...

Maybe it could be a little bigger, or do you plan to use it for Tournament?

An important thing (I don't remember if I told you before): if you want to have these maps to be included in any OpenArena official relese, they have to completely comply with GPLv2 license... this includes all textures and models inside the maps... for example did you create the colums and the trees all by yourself, or you took them somewhere? In the second case, they need to have been released in GPLv2 by their original author (that has to be mentioned), or in Public Domain...


Title: Re: new map for oa!
Post by: seven on November 15, 2010, 07:46:51 AM
at the moment too many bugs to a new post but...
http://www.speedyshare.com/files/25186750/wyspa.pk3

What about finishing a map before working on a new one?  :)

Anyway, this seems nice.
As you said, there are bugs like the fact that you don't die if falling out of the map, or the invisible wall next to the first column on the left. I noticed that, Cruriosily, while most of the map does not support them, some of the bases of the culums have a face where they work...



Maybe it could be a little bigger, or do you plan to use it for Tournament?

An important thing (I don't remember if I told you before): if you want to have these maps to be included in any OpenArena official relese, they have to completely comply with GPLv2 license... this includes all textures and models inside the maps... for example did you create the colums and the trees all by yourself, or you took them somewhere? In the second case, they need to have been released in GPLv2 by their original author (that has to be mentioned), or in Public Domain...


Pseudo circle and pseudo doric order temple is a model only for OpenArena and model can't be use in another project. I'm sure... it's not GPLv2 and v3;). I do not want see this model in another project. But if somone think that the model is good (or bad) and want use temple in oa game, everything is ok, and can use the model in the OpenArena game. This is a link to the Pseudo circle and pseudo doric order temple.
http://www.speedyshare.com/files/25202258/oatemple.ASE
ps1... and this person can cliping this model on q3 engine....



Title: Re: new map for oa!
Post by: Gig on November 15, 2010, 07:59:36 AM
I'm not 100% sure, but about 90% sure... if anything (including models, textures and shaders) inside a map is not under GPLv2 or Public Domain, the whole map can't be included in any official OpenArena release.

You can link it here, use the forum to "promote" it, to invite server admins to include it in their servers... but I think it will never be an official OpenArena map.


Title: Re: new map for oa!
Post by: seven on November 15, 2010, 08:03:20 AM
I'm not 100% sure, but about 90% sure... if anything (including models, textures and shaders) inside a map is not under GPLv2 or Public Domain, the whole map can't be included in any official OpenArena release.

You can link it here, use the forum to "promote" it, to invite server admins to include it in their servers... but I think it will never be an official OpenArena map.

but I don't want see me models and textures in another games and projects!
ok but under GPLv3


Title: Re: new map for oa!
Post by: Cacatoes on November 15, 2010, 08:30:20 AM
It's always a bit weird when you work on an opensource project, which by essence aims to provide an alternative to proprietary content (here: quake 3 and all its community made maps which are proprietary too), and when someone wants to help your project by providing some proprietary material. It's a bit like "thanks but ... ahm, we can't use it". You seem to be aware of license questions, seems you use blender which is free software, and you are in a community which produces free software ... hmm ... should I ask what bothers you in licensing this model to GPL or something ?
Even if this material could be used, I fear the project won't make exception, OpenArena is entirely GPL, this is a reason of why you don't see : Creative Commons music, Creative Commons textures, proprietary-like but freely distributable materials, inside the OpenArena zip. Of course, the community, server admins, can add whatever they want to use when playing the game, but this is not the direction the project is meant to take. As I said but to say it in another way, it's not OpenArena for nothing, otherwise we would have sticked to Q3 or we would play Quake Live, whatever.
I also fear if you leave your material as is, proprietary, the community will barely use it. The community sometimes gathers Q3 community maps, Q3 models, but this is not so common, and I think in their mind this is a placeholder, and they do because they know these materials are particularly high quality and provide an enjoyable gameplay. Players can become quite exigent, which is normal.

I would have explained further but I see you re-posted while I was writing. OpenArena doesn't use GPLv3 either. I never entered into a GPLv2 vs GPLv3 debate, but, are you afraid about the tivoization of your maps ? This is likely not. So, I don't get all the logic of this choice either.
Rules in OpenArena are rather clear since the start: (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ#License ; the main point of not using GPLv3 is, IIRC, it would need the whole project (ioquake3, and all the past contributions) to switch to that license, which is unpractical, or should I say impossible.

Edit: Let me add, your temple model would perfectly fit in a website such as http://opengameart.org/browse/3d/all , under a very free license of course, some are CC0 public domain there. That would be helpful for the opensource gaming community.


Title: Re: new map for oa!
Post by: Gig on November 23, 2010, 05:12:50 PM
7... free or not, you can finish your map...  :)


Title: Re: new map for oa!
Post by: seven on November 23, 2010, 06:14:35 PM
7... free or not, you can finish your map...  :)
this one is free map


Title: Re: new map for oa!
Post by: Graion Dilach on February 24, 2011, 04:57:40 AM
Working link. I haven't had tbs7, tbs2 was the last version I downloaded, but it's still more than nothing.

No AAS.

http://graiondilach.uw.hu/oa/tbs2.pk3


Title: Re: new map for oa!
Post by: Peter Silie on February 24, 2011, 02:00:16 PM
Most recent version seems to be tbs10.
played it today on GoD|Rockets (together with 7)...



Title: Re: new map for oa!
Post by: Gig on February 24, 2011, 04:40:29 PM
(together with 7)...
With "7" or "seven"? They are two different people.

This map isn't bad...
It would be nice if 7 would complete it and release it under the GPLv2... (he mentioned GPLv3 instead, right? :-()

PS: The latest version of it I have downloaded on my PC seems to be "tbs7-new texture.pk3", that I downloaded on 14 november 2010. I added the "-new texture" text to the name the file on my PC, to distinguish it from another version called "tbs7" too, that 7 released a short time before. Check the posts of that day.


Title: Re: new map for oa!
Post by: Peter Silie on February 24, 2011, 06:00:28 PM
my version is dated @ 05.02.2011 02:44h
I hope, that i can differ between my clan mate seven and seven ;)


Title: Re: new map for oa!
Post by: Gig on February 25, 2011, 02:38:34 AM
my version is dated @ 05.02.2011 02:44h
I hope, that i can differ between my clan mate seven and seven ;)
You can, but I can't... so I ask to be sure!  ;D Simply, it's curious to test a map created by a guy nicknamed "Seven", playing with another guy called "7".  :)

PS: but where did you find tbs10? I can't find it here on the forum...


Title: Re: new map for oa!
Post by: seven on February 25, 2011, 11:26:06 AM
my version is dated @ 05.02.2011 02:44h
I hope, that i can differ between my clan mate seven and seven ;)
You can, but I can't... so I ask to be sure!  ;D Simply, it's curious to test a map created by a guy nicknamed "Seven", playing with another guy called "7".  :)

PS: but where did you find tbs10? I can't find it here on the forum...

I make two version - tbs7/8 with bots (10700 polys) and tbs10/12 with no bots (to more polys - 15800), but I think that it should work: http://www.quake3world.com/forum/viewtopic.php?t=31963

ps.1:) write in console "r_showtris 1" and look under right ramp,

http://www.speedyshare.com/files/27075681/tbs12.pk3


Title: Re: new map for oa!
Post by: Neon_Knight on February 25, 2011, 11:58:33 AM
Hmmmm... where can I download tbs7/8?


Title: Re: new map for oa!
Post by: Gig on February 25, 2011, 12:56:39 PM
Hmmmm... where can I download tbs7/8?
From an old post:
http://www.speedyshare.com/files/24968770/tbs7.pk3 (old textures)
http://www.speedyshare.com/files/25008016/tbs7.pk3 (new textures)
Not tested if the links still work!


Title: Re: new map for oa!
Post by: Neon_Knight on February 25, 2011, 01:14:57 PM
Hmmmm... where can I download tbs7/8?
From an old post:
http://www.speedyshare.com/files/24968770/tbs7.pk3 (old textures)
http://www.speedyshare.com/files/25008016/tbs7.pk3 (new textures)
Not tested if the links still work!
Both of them aren't working:

"File not found. It has been either deleted, or it never existed at all. "


Title: Re: new map for oa!
Post by: Gig on February 25, 2011, 01:46:32 PM
I make two version - tbs7/8 with bots (10700 polys) and tbs10/12 with no bots (to more polys - 15800), but I think that it should work: http://www.quake3world.com/forum/viewtopic.php?t=31963

ps.1:) write in console "r_showtris 1" and look under right ramp,

http://www.speedyshare.com/files/27075681/tbs12.pk3

How is it possible to reach the maximum number of polys with a such small map? :-/
Maybe there is something that gives it problems for some reson... maybe the first time it gave you compiling errors, you should have checked/modifed/removed the lastest changes you did just before, to try to make the asp compiling work again... and then continue expanding you map, maybe in another way...

Uhm.. is it regular the way I see the map? Grey?

What should I search under the ramp?


Title: Re: new map for oa!
Post by: seven on February 25, 2011, 06:31:19 PM
I make two version - tbs7/8 with bots (10700 polys) and tbs10/12 with no bots (to more polys - 15800), but I think that it should work: http://www.quake3world.com/forum/viewtopic.php?t=31963

ps.1:) write in console "r_showtris 1" and look under right ramp,

http://www.speedyshare.com/files/27075681/tbs12.pk3

How is it possible to reach the maximum number of polys with a such small map? :-/
Maybe there is something that gives it problems for some reson... maybe the first time it gave you compiling errors, you should have checked/modifed/removed the lastest changes you did just before, to try to make the asp compiling work again... and then continue expanding you map, maybe in another way...

Uhm.. is it regular the way I see the map? Grey?

What should I search under the ramp?

enable vertex light I have same error, when I delete oa folder with cfg file (in xp in folder documents and settigns) all works good

first screen before delete a cfg file
second after

in q3map2 I use -novertex parametr, but in server all look good like in second screen.

And J have another strange error :RIP:. I downloaded a netradiant with new version q3map, in this version work flood light (yes), but auto clipping don't work good. Same ASE model in old version has good clipping in new bad.  :RIP: :RIP: :RIP:


Title: Re: new map for oa!
Post by: seven on February 25, 2011, 06:43:00 PM
Hmmmm... where can I download tbs7/8?
From an old post:
http://www.speedyshare.com/files/24968770/tbs7.pk3 (old textures)
http://www.speedyshare.com/files/25008016/tbs7.pk3 (new textures)
Not tested if the links still work!
Both of them aren't working:

"File not found. It has been either deleted, or it never existed at all. "

http://www.speedyshare.com/files/27075930/tbs8.pk3


Title: Re: new map for oa!
Post by: seven on February 25, 2011, 07:37:06 PM
I make two version - tbs7/8 with bots (10700 polys) and tbs10/12 with no bots (to more polys - 15800), but I think that it should work: http://www.quake3world.com/forum/viewtopic.php?t=31963

ps.1:) write in console "r_showtris 1" and look under right ramp,

http://www.speedyshare.com/files/27075681/tbs12.pk3

How is it possible to reach the maximum number of polys with a such small map? :-/
Maybe there is something that gives it problems for some reson... maybe the first time it gave you compiling errors, you should have checked/modifed/removed the lastest changes you did just before, to try to make the asp compiling work again... and then continue expanding you map, maybe in another way...

Uhm.. is it regular the way I see the map? Grey?

What should I search under the ramp?

enable vertex light I have same error, when I delete oa folder with cfg file (in xp in folder documents and settigns) all works good

first screen before delete a cfg file
second after

in q3map2 I use -novertex parametr, but in server all look good like in second screen.

And J have another strange error :RIP:. I downloaded a netradiant with new version q3map, in this version work flood light (yes), but auto clipping don't work good. Same ASE model in old version has good clipping in new bad.  :RIP: :RIP: :RIP:

J have 160 fps on radeon 4200  :o


Title: Re: new map for oa!
Post by: seven on March 02, 2011, 04:48:02 AM
http://www.speedyshare.com/files/27463782/tbs12.pk3

- delete all earlier versions of tbs and tunel,
- if you don't see a texture, move (carefully - don't delete !!!) oa folder with cfg file to new folder, oa folder must be empty, (in windows in documents and settings - not folder with exe file), create folder baseoa, copy to folder baseoa map file tbs12.pk3, You should start as a unnamed player. I do not know why it works! After delete a new cfg file/folder and move old cfg file and folders from new folder to oa folder sic!  

or visit GoD all rocket server


Title: Re: new map for oa!
Post by: Neon_Knight on March 02, 2011, 05:56:55 PM
Checking it out. Editing with thoughts.


Title: Re: new map for oa!
Post by: Gig on March 03, 2011, 04:51:00 PM
Tested. Nice, but there are still some problems.
- Some kind of conflict with something (I really don't know what), that requires to play it on a clean installation, in order to get the right rocky textures (otherwise, you see almost everything plain grey)
- After you get the right textures working, here comes a low framerate problem. Maybe some strange shader? When there is the texture problem, the framerate is muuuuch better.
- Gameplay design still allows to start from your own base and capture the flag in few seconds, using jump-pads, mid-air control and teleporters.

Note: this version is called TBS12, but that name has been used for a previous version, too.



Title: Re: new map for oa!
Post by: seven on March 03, 2011, 06:30:05 PM
Tested. Nice, but there are still some problems.
- Some kind of conflict with something (I really don't know what), that requires to play it on a clean installation, in order to get the right rocky textures (otherwise, you see almost everything plain grey)
- After you get the right textures working, here comes a low framerate problem. Maybe some strange shader? When there is the texture problem, the framerate is muuuuch better.
- Gameplay design still allows to start from your own base and capture the flag in few seconds, using jump-pads, mid-air control and teleporters.

Note: this version is called TBS12, but that name has been used for a previous version, too.


;)


Title: Re: new map for oa!
Post by: seven on March 03, 2011, 09:33:14 PM
Tested. Nice, but there are still some problems.
- Some kind of conflict with something (I really don't know what), that requires to play it on a clean installation, in order to get the right rocky textures (otherwise, you see almost everything plain grey)
- After you get the right textures working, here comes a low framerate problem. Maybe some strange shader? When there is the texture problem, the framerate is muuuuch better.
- Gameplay design still allows to start from your own base and capture the flag in few seconds, using jump-pads, mid-air control and teleporters.

Note: this version is called TBS12, but that name has been used for a previous version, too.



- on server all works good check on GoD oa server, you don't need clean instal.
- mostly object and mostly texture are me. It is on GPL 3. One model and one texture are not me. I work on this.
- I lost good compile settings after foramting from GTK Radiant. In this settings map works good. But it can be illusion, I make a version without screw pike in tunel. I think that it make a problem with fps.
- General concept is good, I think ;)
- and I would like find solution for more dark shadow. I use shader for shadow  for example(mix shadow texture with normal texture):
textures/lm/plarform1
{
   qer_editorimage textures/lm/plarform1.jpg
   surfaceparm nonsolid
   {
      map textures/lm/plarform1.jpg
   }
   {
      map textures/lm/rustymetal.jpg
      tcMod scale 24 24
      alphaGen lightingSpecular
   }
   {
      map textures/lm/plarform1.jpg
      blendfunc add
      alphaGen lightingSpecular
   }
   {
      map $lightmap
      blendfunc filter
      rgbGen identity
      tcGen lightmap
   }
}

This solution are good for the extrior/openair place, but in interior it don't look good. When I use q3map shadow, the map are to large, and work too slow (great problem with fps). I need a help in this issues.
 


Title: Re: new map for oa!
Post by: seven on March 14, 2012, 07:19:30 PM
new link to tbs12
http://download.tuxfamily.org/openarena/upload/