![]() |
Re: Source MAP of CSS Office & TCE Northport Thanks goody ! :D but the problem is, when I make lights, I fail at them lol.. my map gets laggy, probably because the radius or light itself but i'll have to sort that out i guess. And the projector room is also laggy , probably because of the projector beam but i'll have to check that out. |
Re: Source MAP of CSS Office & TCE Northport Aww man... :eek: That looks better than any SoF2 map I've seen. But the resolution of those screenshots is also massive. I get lag just to scroll over the pictures! How does it perform at lower resolutions? |
Re: Source MAP of CSS Office & TCE Northport Quote:
|
Re: Source MAP of CSS Office & TCE Northport Quote:
And goody, I'm using ambient light like this (bottom) and I had lights like "light" "1000" and radius "500" and stuff , just like in CSS because I wanted it to be exactly like css xD but I guess it's impossible so I'll be still messing around a bit with the lights. And that texture thing, I don't know man, I need some things to be lighter then others like the lights in the ceilings, but I'll do the lights at the end so it'll be wait and see :( Code: "classname" "worldspawn"800x600 resolution (weird that I once played games like that lol, so blurry xD) EDIT: Spoiler: |
Re: Source MAP of CSS Office & TCE Northport Try setting a "noise" property for the door entity to the path to the sound you want to use. I guess it should be a wav-file that the game can loop. sound/movers/doors/fence_gate01/fence_move.wav for instance. |
Re: Source MAP of CSS Office & TCE Northport Didn't work, the sound of the wooden door keeps repeating. + I've got another issue, when I nade near a model, the damage goes trough the model but I used a special clip to block shooting & stepping through but now I need to add something more so nade damage doesnt go trough, any suggestions? EDIT: I tried adding some lights to the garage and see if its better, to me.. yes ! But another problem is , is that the decals give light, and I don't want that :(, the light entity should deside that I think Spoiler: Spoiler: Spoiler: and what I have done now is this from "light" "1200" "radius" "256" to "light" "600" "radius" "256" |
Re: Source MAP of CSS Office & TCE Northport Soo, can anyone tell my why damage of a nade goes through my model when I clipped it ? I don't think I have other issues now , except that decals/sprites or how you want to call them, that they give light when they may not give light? With the light I mean this: Spoiler: As you can see the snow outside and the decal snow arent the same color/light however you want to call it, it should be the same so it looks like snow has fallen inside. I tried these 2 shaders [JPG With black background] Spoiler: AND [PNG With transparant background] Spoiler: I'll be continue working on the map and meanwhile I'll check this forum or try myself some more. (map is almost finished I guess ^^) Greetz |
Re: Source MAP of CSS Office & TCE Northport I don't know much about shaders, but I found this manual once that I thought I'd share. It helped me with what I needed. Q3A Shader Manual Not all the properties seem to be implemented in SoF2, however. Might you release a beta so we can give some feedback before the big release? ;-) [edit] But wait, that snow on the outside should just be the same as all the other snow... Can't you just limit the blending stuff to where the garage floor begins? |
Re: Source MAP of CSS Office & TCE Northport Quote:
Quote:
EDIT: The nade issue has been solved so I guess the only issue left is: GATE with wood opening sound DECALS that are 2 shiny(png) / 2 transparant(jpg) I reaaaaaaaaallly dont know what I should do with the snow outside, with one brush it seems 2 light, with another its 2 transparant, I think there is 1 more shader I can try that I know of EDIT EDIT : Here is another pk3 (the .map isnt in there, and the map itself is finished for 90%) http://www.filefront.com/17489228/mp_office.zip |
Re: Source MAP of CSS Office & TCE Northport AAAAAAAAAAAH ! I've done it :D ! The decals finaly work correctly ^^ All thanks to this shader, hopefuly it would be handy for someone else 2 Code: textures/office/decals/snow01So lets start fixing all the decals ^^ |
| All times are GMT -7. |
Powered by vBulletin®
Copyright ©2000 - 2016, vBulletin Solutions, Inc.
SEO by vBSEO 3.6.0 ©2011, Crawlability, Inc.