Digital Paint Discussion Board
Development => Mapping => Map Graveyard => Topic started by: SnooD on January 21, 2012, 04:28:43 AM
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B1 version of course, but I made a new map and tested the crap out of it and it seems to be fine, don't really see any problems anywhere, major problems that is I'm sure someone will find something in it and point it out, spawns are fine, everything works as I would like it too.
I have another one on the way too.
Map file download: http://www.mediafire.com/?z1jr4hhhhqh9leb
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i dont think you can have capital letters in the map name for linux users
correct me if im wrong though
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i dont think you can have capital letters in the map name for linux users
correct me if im wrong though
Thank you for that, fixed.
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I haven't tried the map, but from the picture it would seem like there's too many angles to be shot from which would make the gameplay feel stressful.
Misc stuff:
- Place the high resolution textures into the textures/pball/hr4 folder, otherwise they won't scale properly.
- I don't see any shadows in your map.
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You should follow this sticky guide for releasing a new map.
http://dplogin.com/forums/index.php?topic=5149.0
Mapname should be all lowercase with beta extension.
Always run a final compile to get full vis and lighting before releasing any map files, even if it's a beta map.
I'll upload the map to our beta server and post feedback after you run a final compile.
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I haven't tried the map, but from the picture it would seem like there's too many angles to be shot from which would make the gameplay feel stressful.
Misc stuff:
- Place the high resolution textures into the textures/pball/hr4 folder, otherwise they won't scale properly.
- I don't see any shadows in your map.
Thanks, for the suggestions, the idea was supposed to be like a tight game play, somewhat like shock but even more tense
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You should follow this sticky guide for releasing a new map.
http://dplogin.com/forums/index.php?topic=5149.0
Mapname should be all lowercase with beta extension.
Always run a final compile to get full vis and lighting before releasing any map files, even if it's a beta map.
I'll upload the map to our beta server and post feedback after you run a final compile.
Here is the Final compile/final bsp file ready to go. with _b1 attached. http://www.mediafire.com/?wxtg2yzmt2u3wvw
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There's still no lighting. Did you get any error, warning or something else while running the final compile?
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There's still no lighting. Did you get any error, warning or something else while running the final compile?
Yeah, something about it only using direct lighting and no other lighting source...but the thing is i have like "_sun_light" set with like "120" or something cannot remember..
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Can you post the report of the final compile (text in the black box)?
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----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\
entering C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b
1.map
0...1...2...3...4...5...6...7...8...9... (1)
**** leaked ****
Writing C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b1
.bsp
1 seconds elapsed
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
Test level not used in qvis3
reading C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b1
.bsp
reading C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b1
.prt
************ ERROR ************
LoadPortals: couldn't read C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfi
les\paintednight_b1.prt
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software
----- Settings -----
-gamedir set to C:\bsp\pball2\quake2\pball\ (game pak dir)
-chop set to 16.0 (surface patch size)
-extra enabled (extra quality light sampling)
----- Load BSP File -----
reading C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b1
.bsp
WARNING: Colormap not found - no colored texture lighting
Couldn't load pball/b_brl2
Couldn't load pball/r_brl2
Couldn't load pball/wizwood1_5
Couldn't load pball/rock3_7
Couldn't load pball/wgrass1_1
Couldn't load pball/w_brl3
Couldn't load pball/glass1
Couldn't load pball/b_tile
Couldn't load pball/r_tile
Couldn't load pball/metal2
Couldn't load pball/wizwood1_6
Couldn't load pball/ncwood1
Couldn't load pball/ncwood6
Couldn't load pball/jungle1
Couldn't load pball/metal4_6
Couldn't load pball/box4_2
Couldn't load pball/sky3
Couldn't load pball/clip
no vis information, direct lighting only
----- Light World -----
************ ERROR ************
MAX_PATCHES
1 file(s) copied.
Press any key to continue . . .
Can you post the report of the final compile (text in the black box)?
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I got the same error when making my maP I searched the forums to find what to do in the meantime I fixed the leak I had and I never got it again but I'm sure some more experienced mappers will give better advice
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Yes, fix the leak and you have light.
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Yes, fix the leak and you have light.
Ok I found the leak and fixed it, now I am getting this...
----------- qbsp3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.09
-----------------------------
gamedir set to C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\
entering C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_
1.map
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (0)
writing C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b
.prt
Writing C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b
.bsp
0 seconds elapsed
----------- qvis3 -----------
original code by id Software
Modified by Geoffrey DeWan
Revision 1.03
-----------------------------
Test level not used in qvis3
reading C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b
.bsp
reading C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b
.prt
530 portalclusters
1817 numportals
0...1...2...3...4...5...6...7...8...9... (0)
0...1...2...3...4...5...6...7...8...9... (62)
Average clusters visible: 362
Building PHS...
Average clusters hearable: 530
visdatasize:75924 compressed from 76320
writing C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b
.bsp
62.0 seconds elapsed
You should obtain the Arghrad 3.00 Test before lighting.
Unfortunately it can't be redistributed, so grab it here:
http://forums.gamedesign.net/viewtopic.php?t=49129
Then place arghrad.exe in c:\bsp\quake2\util
and delete the echo's from c:\bsp\quake2\pball\compilers\rad.bat
----------------------------------------------------------------
----- ArghRad 3.00T9 by Tim Wright (Argh!) -----
----- TESTING VERSION, DO NOT REDISTRIBUTE -----
Modified from original source code by id Software
----- Settings -----
-gamedir set to C:\bsp\pball2\quake2\pball\ (game pak dir)
-chop set to 16.0 (surface patch size)
-extra enabled (extra quality light sampling)
----- Load BSP File -----
reading C:\Users\Austin\Desktop\bsp\pball2\quake2\pball\mapfiles\paintednight_b
.bsp
WARNING: Colormap not found - no colored texture lighting
Couldn't load pball/wgrass1_1
Couldn't load pball/sky3
Couldn't load pball/glass1
Couldn't load pball/b_tile
Couldn't load pball/b_brl2
Couldn't load pball/r_brl2
Couldn't load pball/w_brl3
Couldn't load pball/box4_2
Couldn't load pball/metal4_6
Couldn't load pball/wizwood1_5
Couldn't load pball/r_tile
Couldn't load pball/metal2
Couldn't load pball/wizwood1_6
Couldn't load pball/jungle1
Couldn't load pball/ncwood1
Couldn't load pball/rock3_7
Couldn't load pball/ncwood6
Couldn't load pball/clip
----- Light World -----
************ ERROR ************
MAX_PATCHES
1 file(s) copied.
Press any key to continue . . .
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Did you made a big box around the map to fix the leak? That often gives you a MAX_PATCHES error.
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Interesting how it's possible to get a leak in a small box map :) I guess you forgot the sky brush above the map.
What happened to your bsp textures? Make sure the .wal files are in C:\BSP\pball2\quake2\pball\textures\pball\...
Also you don't need to run a final compile with high quality, just use the normal final compile.
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Ah, note how it is reading the C: drive, I have all my pball stuff in the d drive, and idk how to change bsp to the d drive i thought viciouz already did that for me, he made it read d so i could test the maps i was making, but i don't have a clue to how change w/e it's reading to read the d drive.
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Aren't the pathes set in the runmap.bat (...\BSP\pball2\quake2\pball\compilers\runmap.bat)? I'm not sure offhand, because I'm using a different bsp version.
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Aren't the pathes set in the runmap.bat (...\BSP\pball2\quake2\pball\compilers\runmap.bat)? I'm not sure offhand, because I'm using a different bsp version.
It is fine, lol but now when i go to compile the light its allllll black here is the map file please help my irc name is sequal
http://www.mediafire.com/?ku7kiqhd8x4sl4a
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Here too save time, i just made it a closed map, and added lights. Here please just upload as is. http://www.mediafire.com/?yopdb856ruf3fxa
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The problem is that you deleted the sun lighting settings in the worldspawn and that you are using a night sky texture for the sky. Use an other sky texture (sky1 or sky2) and add the settings for the sun lighting again. Works fine for me then :)
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The problem is that you deleted the sun lighting settings in the worldspawn and that you are using a night sky texture for the sky. Use an other sky texture (sky1 or sky2) and add the settings for the sun lighting again. Works fine for me then :)
So you are now saying you will not take it as is, I actually like the new closed in version, I added lights on the ceiling.
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I think it's all right then. I didn't looked at the new version, just wanted to solve your problem.
Is the new .bsp file already uploaded btw?
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I think it's all right then. I didn't looked at the new version, just wanted to solve your problem.
Is the new .bsp file already uploaded btw?
yes the last post i have that has a media fire link to it is the newest version.
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I can see from the image that the map looks small I like maps that are spread out and not barrels and stuff everywhere
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I can see from the image that the map looks small I like maps that are spread out and not barrels and stuff everywhere
Thank you for your feedback, this is just one of my maps, I like to mix it up. You might be more interested in deepsand then
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Can't find the correct link. The last post with a media fire link downloads a .map file for me.
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Thank you for your feedback, this is just one of my maps, I like to mix it up. You might be more interested in deepsand then
ur welcome
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There are so many problems on this map...