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Author Topic: Brighter Maps~~  (Read 9623 times)
smilevirus
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« on: November 29, 2010, 07:34:39 AM »

As topic

most of OA maps are "too dark"

Who could offer more brighter maps~any types

Thanks a lot!!! Wink
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Neon_Knight
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« Reply #1 on: November 29, 2010, 07:55:11 AM »

If you can post examples, (screenshots, please) we can fix them.
However, just so you know, if the problematic maps happen to be quake remakes, (q1-q2-q3) these will be left of the next versions.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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smilevirus
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« Reply #2 on: November 29, 2010, 08:10:23 AM »

Just like this ~it`s so bright
http://www.facebook.com/photo.php?fbid=1587192674852&set=a.1587192554849.2076872.1086844809
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Udi
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« Reply #3 on: November 29, 2010, 08:15:57 AM »


I cannot access it:

This content is currently unavailable
The page you requested cannot be displayed right now. It may be temporarily unavailable, the link you clicked on may have expired, or you may not have permission to view this page.

Put it onto imageshack or other similar picture sharing site.
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http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
smilevirus
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« Reply #4 on: November 29, 2010, 08:29:39 AM »

http://img253.imageshack.us/i/15105115871926748521086.jpg/

and i have another Question

How to add bots into the maps

http://www.fpsbanana.com/mirrors/startdl/4998?path=http://www.gamingterritory.com/fpsb/maps/153/legodeck_2&sectionid=1609383&ext=zip
« Last Edit: November 29, 2010, 08:55:30 AM by smilevirus » Logged
AmDDRed
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« Reply #5 on: November 29, 2010, 08:51:11 AM »

Something brighter is surely needed.
For example, this screenshot: - http://lh3.ggpht.com/_VlTSTrKuR-A/TPO8PeEu5SI/AAAAAAAAAds/72qlTQ150r4/shot0002.jpg
Is it a ghost or a player?

But the map shown in an upper post is quite clownish. We must get to the question what OA should look like...
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Neon_Knight
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« Reply #6 on: November 29, 2010, 09:47:34 AM »

That map doesn't come with the game. You should talk with the author. (He's banned from this forum because he "soft-deleted" all of his messages)

Something brighter is surely needed.
For example, this screenshot: - http://lh3.ggpht.com/_VlTSTrKuR-A/TPO8PeEu5SI/AAAAAAAAAds/72qlTQ150r4/shot0002.jpg
Is it a ghost or a player?

But the map shown in an upper post is quite clownish. We must get to the question what OA should look like...
The only "normal" skin in there is the Kyonshi one. The guy behind Kyonshi (that cyan-ish guy) and the red one who's jumping are just brightskins, and none of these are included in the main game.

About the map, if I guess correctly, that's ps37ctf, it comes with the game, and it's author is PsYthe. Try contacting him.
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"Detailed" is nice, but if it gets in the way of clarity, it ceases being a nice addition and becomes a problem. - TVT
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Udi
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« Reply #7 on: November 29, 2010, 10:04:50 AM »

The only "normal" skin in there is the Kyonshi one. The guy behind Kyonshi (that cyan-ish guy) and the red one who's jumping are just brightskins, and none of these are included in the main game.

I think he meant Assassin left to Kyonshi, if you haven't noticed him, then AmDDRed has a point Smiley. Anyway, ps37ctf has an updated version, with limited railcamping and better lighting, anyone still has that?. I mirrored that one: ps37ctf3.pk3
« Last Edit: November 29, 2010, 10:24:58 AM by Udi » Logged

http://udionline.hu/en/projektek/openarena/
Todo list: 1. q3dm17 textures replacement (95% done)
Gig
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« Reply #8 on: November 29, 2010, 11:55:21 AM »

How to add bots into the maps

To add bots into an existing map (generically speaking) I suppose it should be enough to place
"bspc.exe" (a file that comes with q3radiant, but if you want to download it alone you can find it here) in the same folder of the .bsp file (you may need to copy the bsp outside the pk3 that contains it, usually placing it into a subfolder called "maps"), and then launch "bspc -bsp2aas mapname.bsp". This should create an .aas file. Remember that the game does not load maps not packaged into pk3s, unless you set \sv_pure 0.
I know about an "optimization" option of bspc (to be used as a second command after you created the aas file), "bspc -aasopt mapname.aas", but I don't know exactly what it optimizes (file size? Bot behavior?).

IMPORTANT NOTE: I just beginned studying Q3radiant, to make a Q3A map... then I will try to configure and then use gtk radiant or netradiant to make a map for OpenArena. I don't know if the bspc that comes with q3radiant works with maps created expressly for OpenArena!
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Graion Dilach
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« Reply #9 on: November 30, 2010, 02:22:58 PM »

Don't worry, Gig, the Q3 bspc works well with OA. BTW, this is the version behind Jedi Knight 2 as well, AFAIK. Wink

Although I don't think Q3Radiant has the latest bspc version, but both Radiant forks bundled version 2.1h.

And I got an Internal Error on that legodeck map with that.

Code:
9 weapon jump areas
calculating reachability...

please wait while storing reachability...
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_push start solid
trigger_push not in any jump pad area
trigger_teleport model = "*4"
teleporter destination (misc_teleporter_dest1) in solid
trigger_teleport model = "*5"
teleporter destination (misc_teleporter_dest2) in solid
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One shall remind what have he left behind... to actually realize that it's still cool.
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