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Messages - cujp

Pages: [1]
1
Map Graveyard / Re: New maps for paintball
« on: February 18, 2004, 05:38:37 PM »
cool thanks yah am working on the pb_tmc mostly working out the stuff i missed in kingpin  notice that juniors don't work in quake2 much for dynamic lighting like kingpin does  the textures are darker in pb guess pb don't the fps i get 128fps guess my ati card
kept working out the kingpin stuff and lighten the textures and alin boxes [;-)  
weapons thought i added all the weapons  in q3Rad it sets all diffent types on weapon for each pballgun like when you added vm68 /spyder/automag

i though i added these guns in place that was not so easy to get to and not  close to spawn  area's  i think i set these up for dm and ctf set both infor_player with team1 and team 2  start infor-dm ? with gamemode 4 in world  mm maybe i set it worng

2
Map Graveyard / Re: New maps for paintball
« on: February 18, 2004, 12:55:00 AM »
has anyone played this map or ran this map on a server? does it work for paintball

3
Map Graveyard / Re: New maps for paintball
« on: February 15, 2004, 07:03:09 PM »
I hope we're not violating anyone's copyrights here  ?

4
Map Graveyard / Re: New maps for paintball
« on: February 14, 2004, 04:35:18 PM »
updated pb_tmc map

http://www.kingpinforever.com/cujodesign/pb_tmc.zip

pb_tmc went back hopefully fix all weapon types and it should run in team mode and dm mode give it run  testit thanks.  it little diffent then useal pb maps just take little time get very thing on the maps fixed  and runing right [;-) maybe one you guy give me some idea i have tons maps for paintball just have convert them over most them are ctf maps some are dm

5
Map Graveyard / Re: New maps for paintball
« on: February 13, 2004, 06:25:19 PM »
great thanks in q3editor it auto sets them for dm/ ctf  if have flag spawns in the map

weapons i see in q3radant editor  is there some am missing ? i did see one not showing up it sort like handgenade
that black with red top  not sure which
classname item for that weapon or item  is ?


stingray  
vm68  
carbin  
spyder
autococker
automag  


pballco2
7oc
12oc
20oc


pbalbarrel
steel
bass
chrome


pbalhopper
100
200
300


pballammo
50
100  
150  
200  


6
Map Graveyard / Re: New maps for paintball
« on: February 13, 2004, 02:23:48 PM »
ok i see what i missed i did not place the type of weapons.  and tmc should be ctf map ?
i run back though few the maps change the weapons  since i use the q3rad editor it has  to be done by hand for  edited to use weapon types  use  my firends working on new def.file for q3radient editor just got that today   [;-( no problem in fixing that  sorry about that  first time in mapping for paintball it's lot diffent then kp/q3/halflife    and yes i thought i set the maps up for deathmatch and 1 ctf mm did miss something ?
since i have limited def.file for q3rad i edited the maps now [;-)  

well since this is first time mapping for pointball had lot good infor from eii  thanks

as you know am useing q3radient editor lot diffent them paintball quake2 editor as thanks to hypov_8 for limited def.file ican start makeing some map with types and weapons
which was limited in beta maps. hopefully with help from you guys i pop in some good maps for your guy paintball game  



7
Map Graveyard / ok freind made def.file  for q3rad not sure i
« on: February 13, 2004, 01:48:40 PM »
/*QUAKED weapon_pballgun (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "weapon_pballgun"
·      Keys:  
o      "type" "gun_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "gun_type":
o      "low"     (spawns trracer or stingray)
o      "medium"  (spawns vm68, carbine, or spyder)
o      "high"    (spawns autococker or automag)
o      "trracer"
o      "stingray"
o      "vm68"
o      "carbine"
o      "spyder"
o      "autococker"
o      "automag"
·      Description: This places a paintball gun in your level.  The "type" will give you a specific type of paintball gun.  If you don't give it a type, it will spawn a random weapon when the map is loaded.
·      Example:
"classname" "weapon_pballgun"  
"type" "medium"  
o      That will randomly spawn a medium power paintball gun, such as a vm-68, 68 carbine, or spyder.
*/


/*QUAKED item_pballhopper  (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballhopper"
·      Keys:
o      "type" "hopper_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "hopper_type"
o      "100"
o      "200"
o      "300"
·      Description: This places a hopper in your level.  The "type" will let you specify the size of hopper you want (how many balls it is capable of holding).  It will be random if no type is given.
·      Example:
"classname" "item_pballhopper"  
"type" "200"  
o      That will spawn a hopper that can hold 200 paintballs.
*/




/*QUAKED item_pballammo (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballammo"
·      Keys:
o      "type" "ammo_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "ammo_type"
o      "small"     (25, 50, or 100)
o      "medium"    (50, 100, or 150)
o      "large"     (100, 150, or 200)
o      "25"
o      "50"
o      "100"
o      "150"
o      "200"
·      Description: This places an ammo box in your level.  The "type" will let you specify the number of balls in the ammo box.  It will be random if no type is given.
·      Example:
"classname" "item_pballammo"  
"type" "medium"  
That will spawn an ammo box with 50, 100, or 150 paintballs (random each spawn).
*/






/*QUAKED item_pballco2 (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballco2"
·      Keys:  
o      "type" "co2_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "co2_type":
o      "small"     (12g or 7oz)
o      "medium"    (7oz or 12oz)
o      "large"     (12oz or 20oz)
o      "12g"
o      "7oz"
o      "12oz"
o      "20oz"
·      Description: This places a CO2 canister in your level.  The "type" will give you a specific size of CO2 canister.  If you don't give it a type, it will spawn a random size every time it spawns/respawns.
·      Example:
"classname" "item_pballco2"  
"type" "medium"  
o      That will randomly spawn a medium sized CO2 canister.  It will be a 7oz or 12oz when it appears.
*/



/*QUAKED item_pballbarrel (.3 .3 1) (-16 -16 -16) (16 16 16)
·      Format: "classname" "item_pballbarrel"
·      Keys:  
o      "type" "barrel_type"
o      "group" "###" <http://www.planetquake.com/digitalpaint/v2/docs/>
·      Values for "barrel_type":
o      "brass"
o      "chrome"
o      "steel"
·      Description: This places a barrel in your level.  The "type" will give you a specific type of barrel.  If you don't give it a type, it will spawn a random type of barrel.  Brass is the worst barrel, steel is the best.
·      Example:
"classname" "item_pballbarrel"  
"type" "steel"  
o      That will spawn a steel barrel.  A steel barrel gives a player the greatest distance and accuracy.
*/


/*QUAKED info_CRAP (1 0 1) (0 0 0) (16 80 112)
door size for player
*/

8
Map Graveyard / Re:  i am not sure if psp6.5 had wal support
« on: February 12, 2004, 04:28:10 PM »
Re:  i am not sure how to add wals file mybe you help in this area all textures are jpg 13mb  ^paintballpack.zip

9
Map Graveyard / Re: New maps for paintball
« on: February 12, 2004, 03:27:13 PM »
mmm ok see what i can do

10
Map Graveyard / Re: New maps for paintball
« on: February 12, 2004, 01:47:34 PM »
well if very one download this betapack  all textures and maps in the pack  i ran these map with other they seem to run nicely kingpin useing tga there lot more detailed then pball textures they seem download about the same.

11
Map Graveyard / Re: New maps for paintball
« on: February 12, 2004, 12:45:07 PM »
working on the pack

12
Map Graveyard / New maps for paintball
« on: February 11, 2004, 05:08:43 PM »
hello again i been working on new paintballs maps
and plaining on releaseing them friday because am working with kingpin maps and textures you need to have the textures to run the maps  so far i have 3 beta map in testing  and more to come soon here find new screenshot

http://www.kingpinforever.com/cujodesign/projects.html


download should be ready friday in maps page i have lot of plain for new maps for paintball and other stuff  other mapper have  maps release soon. so far the 2 maps in testing look and plays good won't know till lot test it so friday check it out    


pack be 71mb  


13
Bugs, Feature Requests, and Feedback / Re: Build 008 Feedback
« on: February 08, 2004, 07:22:58 PM »
Am working with Tga textures from kingpin and few my own maps am still trying to get clear picture of the light entities /weapon/ammo/sky for paintball it lot diffent then kingpin there more darker textures which are nice and cozy but the lights on pb making them little too dark and on the maps am missing a sky I know in quake2 typing sky_ name
Seem not to work in pb   when I get good map ill need some tester see if I missed anything am using the q3radient editor so am doing the weapon placement and ammo stuff by hand am trying to friend to make def.file For pball.

Now if had pball maper that could give me a hand on some the entries adding’s/ light values Be nice.

I have over 100-kingpin map’s that some be alsome for paintball  they pretty much run on paintball except there not pb weapon and stuff which some what easy to add in so maybe you guy’s have lot new maps soon as work out the lighting and little bits and pieces


Well so far so good here is two new screenshot of 2 maps. Very thing looks ok few little sound bugs that Pb doesn’t like. Am doing the weapon/ ammo by hand in q3editor so hopefully very thing is right just have get tester’s to see.

But for now here new map screenshots.

http://www.kingpinforever.com/cujodesign/pb_tmc.jpg
http://www.kingpinforever.com/cujodesign/thehood.jpg

14
Bugs, Feature Requests, and Feedback / Re: Build 008 Feedback
« on: February 08, 2004, 04:15:11 AM »
thanks that helped here one my maps from kingpin  on paintball2  need little tweaking and stuff it plays great
http://www.kingpinforever.com/cujodesign/pbmortalhavoc.jpg

15
Bugs, Feature Requests, and Feedback / Re: Build 008 Feedback
« on: February 07, 2004, 06:09:40 PM »
hi very intesting game you have here it would be more of  help for def. file for qradient editor  i do lot kingpin maps see that kingpin runs on paintball2  paintball2 runs on kingpin  

so anyway am working out bugs on some new maps
would like to know about the placement of weapons
and stuff for paintball 2 i use QeRadient editor not sure how setup the def for weapons and stuff  

if one the paintball teams email or icq75091884  may have new ideas and lot of new maps for paintball2
kingpin does have some good mappers and coder's modelers that mit help on new build  

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