Author Topic: New map: capfest.bsp  (Read 9181 times)

shockk

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Re: New map: capfest.bsp
« Reply #20 on: February 28, 2015, 03:04:33 PM »
-Are there any other options I could use for that second water to slow movement down there? I have the current set there but it only pulls you in the set direction when youre standing still. Moving it doesn't affect it at all.
-Ill try to rearrange the mini pillars
-can I move that custom lava texture to a proper directory for it to work right? I really wanted lava and not the purple paint
-I'm not sure how big the advantage on the top spawn is, I think I'll need to play it a bit more to find out
« Last Edit: March 01, 2015, 06:39:24 PM by shockk »

jitspoe

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Re: New map: capfest.bsp
« Reply #21 on: February 28, 2015, 09:48:10 PM »
What are you trying to accomplish on the water hill?  The water is much lower, meaning you'll only be slowed by it if you go almost all the way down the hill.  You could bring it up to the same level as the other water, which would reduce the number of reflections.  I'd consider just doing away with it, though.  It just seems like a mild annoyance.

You can move the texture to an appropriate directory (or make your own) -- just don't use the pball texture directory.  I would also suggest finding a texture that has a high resolution (probably 256x256) version.  If the one you used was a .wal file designed for quake2, the colors probably won't be correct, as Paintball2 uses a different palette.

shockk

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Re: New map: capfest.bsp
« Reply #22 on: February 28, 2015, 11:26:34 PM »
It was simply meant to slow movement down in the area, as walking is fine on that slant, but trying to strafe the whole section base to base quickly will cause you to fall in at some point due to the physics. I'll see if it's a small change of water height as that might do, but I did want the water to cause an inconvenience for moving fast in that area.

Okay, I'll try changing the texture subfolder to pornstar-custom/ as mentioned by ace in bsp editor and paintball for the next beta.

edit: I changed the directory to textures/pornstar-custom/..

I hope quickly changing this in bsp editor will be enough to make it work properly as a few people have mentioned they don't have the texture downloaded when they enter the map, because of this directory issue?

also it is only a .wal file in bsp editor.... in my pball folder it is a .tga, does this make a difference?

Rockyar_96

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Re: New map: capfest.bsp
« Reply #23 on: March 01, 2015, 05:20:03 AM »
you can use whatever file format that is compatible. the wal. file just tells the client where tolook for it. .tga should be compatible.

jitspoe

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Re: New map: capfest.bsp
« Reply #24 on: March 03, 2015, 09:21:20 PM »
You'll also have to share the file so it can be uploaded to a server.  I'd save it as a jpg with a quality of 96 or so.  TGA files are large because they have no compression.

shockk

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Re: New map: capfest.bsp
« Reply #25 on: March 06, 2015, 04:18:34 PM »
Ace had sent me the textures on a different forum post http://dplogin.com/forums/index.php?topic=27513.0

is tga okay or should I change it to jpg? would I have to change the map file to jpg as well?

Ace

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Re: New map: capfest.bsp
« Reply #26 on: March 06, 2015, 07:14:45 PM »
Paintball looks for a textures with any of the extensions, whichever is there will be loaded. I know wal are looked for after TGA/JPG, but I'm not so sure what order TGA and JPG are loaded in. The point is the map file is fine as is. You could convert to a JPG to save some download size if you want. The texture is pretty large, so the quality loss shouldn't be a big deal.

xrichardx

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Re: New map: capfest.bsp
« Reply #27 on: March 07, 2015, 05:58:57 AM »
Here jitspoe said that the order of loading images / textures is png, jpg, tga, pcx/wal.

I suggest using jpg as jitspoe mentioned, TGA is a lossless format so I guess converting the images to jpeg could decrease the size by more than 50% without a real loss in visible quality. I just tested it with the pornlava.tga (1MB), exporting it as a jpeg picture with a quality of 90 makes it 187KB large while keeping the quality at a point where I would not be able to tell which picture is the compressed one.