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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 |
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) |
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/ |
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: |
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 ^^ |
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Re: Source MAP of CSS Office & TCE Northport in another post goody ( http://forums.filefront.com/sof-mapp...ltiplayer.html ) |
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. |
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 ^^ Spoiler: Spoiler: Spoiler: |
Re: Source MAP of CSS Office & TCE Northport Looking good :) |
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? |
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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? |
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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 ^^ |
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 :-) |
Re: Source MAP of CSS Office & TCE Northport This should be helpful when creating bot routes. http://soldieroffortune2.filefront.c...Goldrush;81720 |
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... |
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:
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 ...?) |
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.dllIf 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. |
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 |
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 |
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. |
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. |
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. |
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) |
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 |
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 Spoiler: 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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