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-   -   Source MAP of CSS Office & TCE Northport (http://forums.filefront.com/sof-mapping-modeling-skinning/429886-source-map-css-office-tce-northport.html)

KeNniithhh October 23rd, 2010 10:32 AM

Source MAP of CSS Office & TCE Northport
 
Hi guys

I'm kinda tired of mapping because my maps always lag for some kind of reason and I'm never able to fix it so thats why I decided to release all the maps I've been working on lately and that look good. You may all adjust it the way you want or adjust it the way the maps are in the other games and when you finish it, don't forget to add credits to the games !

I just want to see this maps fixed and running.


Greetz Kennith




PS: I've uploaded it sooner then I thought x) : the ZIP includes the PK3 (bsp, textures, sounds, models and .map)

mp_northport : http://www.filefront.com/17424376/mp...mbatelite.zip/
mp_office : http://www.filefront.com/17424387/mp_office-from-css.zip/

PS PS: THE MAPS ARE NOT FINISHED YET ! And they have a few bugs 2 , they are just how I last moddified them

PS PS PS: Or if someone knows what I'm doing wrong or you want to help me out or anything else, you can contact me via kennithjaspers(at)hotmail(dot)com

KeNniithhh October 27th, 2010 08:29 AM

Re: Source MAP of CSS Office & TCE Northport
 
Has anyone checked the maps out yet and maybe found the cause of my low fps?

PS: I just changed the sky of CSS Office (from big box -> closing the map down) which may increase my FPS + I'm checking the original CSS Office in hammer to look what brushes they used there and how they placed it so I could increase FPS more

PS PS: I tried the map a minute ago and most places increased by 10 fps by doing the skybox, but then I added Hint brushes in each doorway, window, etc and fps has raised 20, but even 80 on some places so viva hint brushes ! I will add more like they have in CSS and see if it changes even more because outside is the problem... I have 30-60 fps outside while on some spots i can get 333 but I'm happy if I can get 90 / 100 fps constant (I can have that in other maps)

KeNniithhh October 30th, 2010 02:38 AM

Re: Source MAP of CSS Office & TCE Northport
 
I edited a few things (added hint brushes etc) and this is my latest .map

http://www.filefront.com/17451548/mp...-oct-2010.zip/

Commando.DK October 30th, 2010 11:58 AM

Re: Source MAP of CSS Office & TCE Northport
 
I can't really help you with mapping.
I'm just posting for moral support and to make this place appear less dead (links to hax aren't even moderated any more) :uhm:

KeNniithhh October 30th, 2010 12:12 PM

Re: Source MAP of CSS Office & TCE Northport
 
It's still active on sof2.org and I'm getting better & better fps but outside, its still a mess x)
& Thanks for the moral support mate ^^

Goody. October 30th, 2010 02:05 PM

Re: Source MAP of CSS Office & TCE Northport
 
Quote:

Originally Posted by Commando.DK (Post 5417498)
(links to hax aren't even moderated any more) :uhm:

Were is there a link to a hack ?

KeNniithhh October 31st, 2010 03:39 AM

Re: Source MAP of CSS Office & TCE Northport
 
in another post goody
( http://forums.filefront.com/sof-mapp...ltiplayer.html )

Goody. November 1st, 2010 03:10 PM

Re: Source MAP of CSS Office & TCE Northport
 
Sorry guys I missed that. Thread removed and the guy is on thin ice.
Thanks for the heads up.

KeNniithhh November 2nd, 2010 03:09 AM

Re: Source MAP of CSS Office & TCE Northport
 
It's ok goody, this forum aint that active anymore for sof , which is a pity :(.
To go back to topic, here are some pictures of my proces outside, hope you like it ^^




Goody. November 2nd, 2010 03:54 AM

Re: Source MAP of CSS Office & TCE Northport
 
Looking good :)

KeNniithhh November 2nd, 2010 04:15 AM

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.

Commando.DK November 2nd, 2010 11:10 AM

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?

Goody. November 2nd, 2010 11:37 AM

Re: Source MAP of CSS Office & TCE Northport
 
Quote:

Originally Posted by KeNniithhh (Post 5418480)
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.

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.

KeNniithhh November 3rd, 2010 03:40 AM

Re: Source MAP of CSS Office & TCE Northport
 
Quote:

Originally Posted by Commando.DK (Post 5418639)
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?

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 :D 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:

Commando.DK November 3rd, 2010 05:11 AM

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.

KeNniithhh November 3rd, 2010 06:41 AM

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





and what I have done now is this

from
"light" "1200"
"radius" "256"
to
"light" "600"
"radius" "256"

KeNniithhh November 5th, 2010 01:27 PM

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:
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

Commando.DK November 6th, 2010 07:02 PM

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?

KeNniithhh November 7th, 2010 01:47 AM

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

KeNniithhh November 7th, 2010 10:11 AM

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/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 ^^

Commando.DK November 8th, 2010 03:07 PM

Re: Source MAP of CSS Office & TCE Northport
 
The door
It is silent in my game ( quit playing SoF2MP beta releases ;) )
Add the noise property to get the metal sound.
If you want it to stay up for the rest of the round in round based games, then you could add 2 delay ents between the trigger_multiple and the door; 1 that waits for 300 secs, but only spawns in inf and dem, and an other that doesn't wait so long, but only spawns in dm, tdm, elim and ctrl... So rename door1 to door_real, call the delay ents door1 and have them target door_real.
All ents are reset at round restart, so don't worry about it's position in the next round.

The Projector
Box inner side?
Deforming shader?
The map layout (decal(2).jpg) on the wall is inversed and I guess the whole thing should be on the white background.

Add demolition gametype?

Dare I ask for a bot-route? ;-)


Please add these things (I've taken a lot of time to find the specs and write this for you):

To support the Control gametype, add these gametype-items on the noted positions:
#1 "blue_box1" (1770 -265 -144)
#2 "blue_box2" (798 1493 -144)
#3 "red_box1" (-1475 1364 -320)
#4 "red_box2" (789 -1919 -320)
- And add "Ctrl" to the type-field in the arena-file.


Add a "g_spawnfragDistance" "12" property in worldspawn.

In RoCMod CDK and the soon to come AV-mod this CVar determines how far (in meters) the enemies will have to keep away from the spawn points, in order to avoid being telefragged when the next guy spawns. It only works in gametypes with interval spawn type and with one exception; if the enemy looks away from the spawning player, but the spawning player can see the enemy.


I'll make levelshots for inf, dem, ctrl and ctf for you if you add those things :-)

Goody. November 8th, 2010 04:16 PM

Re: Source MAP of CSS Office & TCE Northport
 
This should be helpful when creating bot routes.
http://soldieroffortune2.filefront.c...Goldrush;81720

Commando.DK November 8th, 2010 08:35 PM

Re: Source MAP of CSS Office & TCE Northport
 
I just realized what I wrote about those delay ents is rubbish. It would create a delay before the door opens :/
It would take 2 different door ents to alternate the delay before it closes...

KeNniithhh November 9th, 2010 07:20 AM

Re: Source MAP of CSS Office & TCE Northport
 
I will do all but how can I fix that gate sound? I mean removing the wood door sound? Diogo / Marines also hears that sound so it could be handfull to know how to fix it.

And about the other things, yes I will add all, I'm just trying to make the looks how they are in css, then I will add more gametype things because they block my sight when I'm working on gtk. So gametypes is for at the end.

And I seem to have improved in mapping so I will try northport after this map again and see if I can fix that one.

Thanks for all the info for fixing this map guys and I'll try that bot routing out 2 at the end of the map.

Greetz


EDIT :
Quote:

Please add these things (I've taken a lot of time to find the specs and write this for you):

To support the Control gametype, add these gametype-items on the noted positions:
#1 "blue_box1" (1770 -265 -144)
#2 "blue_box2" (798 1493 -144)
#3 "red_box1" (-1475 1364 -320)
#4 "red_box2" (789 -1919 -320)
- And add "Ctrl" to the type-field in the arena-file.


Add a "g_spawnfragDistance" "12" property in worldspawn.

In RoCMod CDK and the soon to come AV-mod this CVar determines how far (in meters) the enemies will have to keep away from the spawn points, in order to avoid being telefragged when the next guy spawns. It only works in gametypes with interval spawn type and with one exception; if the enemy looks away from the spawning player, but the spawning player can see the enemy.


I'll make levelshots for inf, dem, ctrl and ctf for you if you add those things :-)
Already have done this and you dont need to make levelshots , I can do those 2, but if your pc is better then mine then ok xD

I also tried that box inner side of the projector, but it's kinda hard to do, or i'll need to make a shader with showing 1 side twice like a fence + adding the scroll type.

The decal2 will be fixed when the map is ready, I want blue spawn to be at the left bottom and red spawn right top but I can fix that.

Demolition will be added when I know where I could place a bombside (probably in the storage room and ...?)

Commando.DK November 9th, 2010 01:07 PM

Checking files
 
I just tested it once again in the 1.03 basegame, without the widescreen patch installed, and without any cfg's. I'm pretty sure it's as original as my game gets. I still head nothing from that gate.

Here's a list of my files while testing:
Code:

2002-10-21  13:34          802.816 94830C45E889F7D581A95A3EE66A42FE  cgamex86.dll
2002-05-01  19:04            94.208 92B6F8CD172FD1E7B319C0760377F1F5  EaxMan.dll
2002-10-21  13:38          143.360 DCD2F287A2F001478D7EE64FAEA2C6D1  ffx86.dll
2002-10-21  13:37        2.285.568 087A69780E91CF5164B2AE9AD1FC422C  gamex86.dll
2002-05-03  22:37          200.704 AA57C6DD0BF8CEB8B71C873B6B7CEA3F  IFC22.dll
2002-10-21  13:38          241.664 6BEEEA5505610767E3327684A33E6507  Menusx86.dll
2002-10-21  13:38          204.800 FAA5E1130D7DA3F2BC52632C44D1B78B  snd_alx86.dll
2002-10-21  13:38          188.416 8313EA187CA99B1D81B0A9EE4843C6C1  snd_dsx86.dll
2010-05-24  17:25        1.572.917 992E6273717A12339635A4495CF7FD37  sof2mp.exe
2002-11-05  18:02        1.572.917 0263922B67E3474F9E77E769F217F53A  SoF2MP.org.exe
2002-05-03  22:07      102.985.472 AAD50F259F82078796C31E6BF68F2F01  BASE\maps.pk3
2002-05-03  22:35        96.636.622 DFE5B31ACC8ABBAEBB91CE9DE632411C  BASE\models.pk3
2002-05-05  21:11        31.722.385 43B2F490725306BD45B7522B1F813F3D  BASE\mp.pk3
2010-11-07  16:44        11.314.317 FE33DD7A53767710BC6FC53BB8634645  BASE\mp_office.pk3
2002-04-30  22:53      191.252.236 4C5877E57C349BD563D08D8B559E504E  BASE\musicandsound.pk3
2002-05-03  22:20        73.241.493 309079F9463C1E4B26083C68DEE30E73  BASE\skins.pk3
2002-04-30  23:56      413.194.735 F60897BC9E51B203CF4C30DCB3024272  BASE\textures0.pk3
2002-04-30  23:46      164.152.653 9D15515CF765D2BCF7CFD9BCEA8C02B3  BASE\textures1234.pk3
2002-05-05  20:51        69.463.128 4CFFDAEEAD89E89ED03C4EBB24AE3AE8  BASE\therest.pk3
2002-07-02  16:37        9.668.867 9D9EE621E26FFAFB8FDDC1619AC3B7EE  BASE\update101.PK3
2002-09-10  23:04        18.549.884 6947CE14DFBB763821715A7E8560BF5D  BASE\update102.pk3
2002-11-12  13:08        12.886.903 562A79EC17B67AEF2FAC726871E8D05A  BASE\update103.pk3

Google search for md5.exe

If you download md5.exe to your sof2-root, copy the filenames to a bare text document and save it there as filelist.txt, then you should be able to generate a list with your md5 values using this command:
for /f %q in (filelist.txt) do md5.exe %q >> md5list.txt

If you can't get the md5 values of your files, at least compare sizes and dates.

KeNniithhh November 10th, 2010 12:26 AM

Re: Source MAP of CSS Office & TCE Northport
 
Ok I'll test it when I get home.

PS: As good as all the models, decals have been added so I guess the map just needs some patches (snow) and maybe some minor fixes like shaders and its ready to go ^^
But if you want we'll try it in your server again commando to check if everything goes fine.

Greetz

KeNniithhh November 10th, 2010 10:22 AM

Re: Source MAP of CSS Office & TCE Northport
 
I checked it, and everything is the same, except that I have a ossuport.dll and no SOF2MP.org.exe

Commando.DK November 10th, 2010 01:46 PM

Re: Source MAP of CSS Office & TCE Northport
 
I just wanted to be sure there are levelshots for all those gametypes. Mappers tend to forget them.

The ossupport.dll seem to be something for mounting images... on Linux (?)
The SoF2.org.exe is my backup from the widescreen patch. It makes no difference for the sound if I start either one.

Did you maange to get the md5 values of your files?

I forgot to ask you to test it like I did, without any other pk3's and no cfgs.

KeNniithhh November 10th, 2010 01:57 PM

Re: Source MAP of CSS Office & TCE Northport
 
ah no, I failed with the md5.exe, couldn't get it to work and i don't use mounting images or something, I think I copied it from my SOF 2 1.00

EDIT : hmm this is weird, yesterday I cleaned my 1.00 (testing map sof2) folder out (removing maps, skins, cfg's) and suddenly the sound was gone from the gate lol, so it's probably someone's skins/map that bugs the sound

PS: I also added all the needed patches

And Commando your Blue boxes, do they have to be in Red spawn and red boxes in blue spawn? because it is like that atm.

Commando.DK November 11th, 2010 08:43 AM

Re: Source MAP of CSS Office & TCE Northport
 
The 'boxes' have nothing to do with the spawns. Control uses the DM spawnpoints. It's just convenient to have them like I placed then, because then the # of the control points appear in order on the map, so it's easier to locate them.

KeNniithhh November 11th, 2010 10:45 AM

Re: Source MAP of CSS Office & TCE Northport
 
Ok and btw, that sound I heard at the gates, I think it was because of one of my maps (glasswar)

EDIT : finishing the map, should be finished tomorow !

EDIT EDIT : Seems like the map isn't ready after all, ive got some magic poles outside that dissapear when you stand on some spots (trying to fix it though)

KeNniithhh November 30th, 2010 11:20 AM

Re: Source MAP of CSS Office & TCE Northport
 
Topic closed, cause map has been uploaded and should be on soffiles soon ^^

any questions about the map can be asked here or contact me

KeNniithhh December 10th, 2010 02:31 PM

Re: Source MAP of CSS Office & TCE Northport
 
Now I've been working on mp_northport and found my first issue.
I've got this table brush I made



But lying on the floor for cover, but I want it to turn around 27 degrees or -27 degrees but when I do that, the brush gets all messed up like deforming etc, how do i disable that?

Thanks in advance


EDIT: hmm kinda weird, I just dreamed about how I could fix this... I dreamed about turning off "Snap to grid" while rotating it, and well it seems to work loule ! ^^

EDIT EDIT: Awtch, when I reload the .map file after closing it (and ticking Snap to grid on again), the table gets deformed again... Is there any solution for this? or do I have to add the table at the end of the map (final compile)


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