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Old November 2nd, 2010   #11
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Default Re: Source MAP of CSS Office & TCE Northport

Thanks goody ! 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.
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Old November 2nd, 2010   #12
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Default Re: Source MAP of CSS Office & TCE Northport

Aww man... 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?
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Old November 2nd, 2010   #13

 
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Default Re: Source MAP of CSS Office & TCE Northport

Quote:
Originally Posted by KeNniithhh View Post
Thanks goody ! 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.
A trick that i was told a long time ago was to add a ambient light for the main source and if you need a few spot lights then thats ok. Try and use the light textures instead of actual lights were you can get away with it assuming you use a ambient light.

I Really need a Sig
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Old November 3rd, 2010   #14
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Default Re: Source MAP of CSS Office & TCE Northport

Quote:
Originally Posted by Commando.DK View Post
Aww man... 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?
Thanks Commando ^^, I've really been doing my best to get high graphics and good fps out of it. Diogo is also helping me out with this map and atm, it looks good indeed and the high resolution is because my screen is 1920x1080 and I'm using the widescreen patch on sof so thats why ^^, I'll try some 800x600.

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"
"message" "The Office Complex"
"redteam" "civilians"
"blueteam" "marine"
"ignoreleaks" "1"
"_minvertexlight" "18"
"_mingridlight" "56"
"_minlight" "0.0001"
"_lightmapscale" "4"
"ambient" "40"
And oh, Projectorroom has been fixed. It was because my table and chairs were misc_model and now I'm using model_static, but the problem is clipping those things ! xD + I've got a sound issue, the gate in the backyard should have a metal sound because it's a metal gate but sof's default sound for a door is a wooden door sound, is there any way to change that? I tried adding a target_speaker but then I heard metal & wood.. any suggestions? I'll also look it up some more in other games.

800x600 resolution (weird that I once played games like that lol, so blurry xD)
EDIT:
Spoiler:

Last edited by KeNniithhh; November 3rd, 2010 at 04:02 AM.
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Old November 3rd, 2010   #15
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Default 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.
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Old November 3rd, 2010   #16
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Default 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"

Last edited by KeNniithhh; November 4th, 2010 at 04:01 AM.
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Old November 5th, 2010   #17
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Default 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:
Code:
textures/office/decals/snow01
{
    polygonOffset
    q3map_nolightmap
    sort    decal
    cull    disable
    {
        clampmap textures/office/decals/snow01
        blendFunc GL_ONE GL_ONE
        rgbGen vertex
    }
}


AND

[PNG With transparant background]
Spoiler:
Code:
textures/office/decals/snow01
{
    polygonOffset
    q3map_nolightmap
    sort    decal
    cull    disable
    {
        clampmap textures/office/decals/snow01
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen vertex
    }
}


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

Last edited by KeNniithhh; November 6th, 2010 at 02:54 AM.
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Old November 6th, 2010   #18
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Default 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?

Last edited by Commando.DK; November 6th, 2010 at 07:05 PM.
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Old November 7th, 2010   #19
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Default Re: Source MAP of CSS Office & TCE Northport

Quote:
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.
Yes I knew about this site, it hasn't helped me a lot to be honoust but I might give it another try.

Quote:
Might you release a beta so we can give some feedback before the big release? ;-)
Yes I will, thats why I already uploaded 2 pk3's ^^ the 3th one (that I will upload today) is close to be finished, just a few more decals and clip brushes & hopefully I can fix that problem with nade damage going through the models.

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

Last edited by KeNniithhh; November 7th, 2010 at 08:52 AM.
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Old November 7th, 2010   #20
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Default Re: Source MAP of CSS Office & TCE Northport

AAAAAAAAAAAH ! I've done it ! The decals finaly work correctly ^^

All thanks to this shader, hopefuly it would be handy for someone else 2

Code:
textures/office/decals/snow01
{
	q3map_nolightmap
	q3map_onlyvertexlighting
	cull	disable
    {
        map textures/office/decals/snow01
        blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
        rgbGen vertex
        alphaGen const 0.99
    }
}
And remember, the texture has to be PNG and the background has to be transparant

So lets start fixing all the decals ^^
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