Author Topic: y_soffice  (Read 8115 times)

sk89q

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Re: y_soffice
« Reply #40 on: October 18, 2007, 12:19:49 AM »
I tried that too... like two years ago. Didn't work for me. o.o

If someone could correct me, please do so. I would love to have toggable lights.

EDIT: Just checked right now. Didn't work. Map:

Code: [Select]
//BSPGROUPS0001
//BSPGROUPINFO"None" "255 255 255" "1"
//BSPFAVORITES0010
//PBALL/ADOOR03_4;PBALL/AZWALL3_1;PBALL/AZWALL3_2;PBALL/B_ARROW1;PBALL/B_BRL1;PBALL/B_BRL2;PBALL/B_BRL3;PBALL/B_BRT1;PBALL/B_BRT2;PBALL/B_BRT3
//BSPCAMERAS0005
//"-61.8 35.6 78.4 0 348 261"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//"0.0 -128.0 128.0 0 0 180"
//BSPMAPTYPE0002
{
"classname" "worldspawn"
{
//"0000" "0"
( 96 96 -32 ) ( -96 96 -32 ) ( -96 -96 -32 ) pball/sand1 0 0 0 1.0 1.0
( -96 -96 0 ) ( -96 96 0 ) ( 96 96 0 ) pball/sand1 0 0 0 1.0 1.0
( -96 -96 0 ) ( 96 -96 0 ) ( 96 -96 -32 ) pball/sand1 0 0 0 1.0 1.0
( 224 -96 0 ) ( 224 96 0 ) ( 224 96 -32 ) pball/sand1 0 0 0 1.0 1.0
( 96 96 0 ) ( -96 96 0 ) ( -96 96 -32 ) pball/sand1 0 0 0 1.0 1.0
( -224 64 0 ) ( -224 -128 0 ) ( -224 -128 -32 ) pball/sand1 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 96 96 160 ) ( -96 96 160 ) ( -96 -96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 -96 192 ) ( -96 96 192 ) ( 96 96 192 ) pball/azwall3_2 0 0 0 1.0 1.0
( 32 -96 192 ) ( 224 -96 192 ) ( 224 -96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 -96 192 ) ( 224 96 192 ) ( 224 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( 96 96 192 ) ( -96 96 192 ) ( -96 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 64 192 ) ( -224 -128 192 ) ( -224 -128 160 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 96 128 0 ) ( -96 128 0 ) ( -96 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -128 96 160 ) ( -128 128 160 ) ( 64 128 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 96 96 ) ( 96 96 96 ) ( 96 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 96 96 ) ( 224 128 96 ) ( 224 128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 96 128 96 ) ( -96 128 96 ) ( -96 128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 128 96 ) ( -224 96 96 ) ( -224 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 96 -96 0 ) ( -96 -96 0 ) ( -96 -128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 -128 160 ) ( -96 -96 160 ) ( 96 -96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -96 -128 96 ) ( 96 -128 96 ) ( 96 -128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 -128 96 ) ( 224 -96 96 ) ( 224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 96 -96 96 ) ( -96 -96 96 ) ( -96 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 -96 96 ) ( -224 -128 96 ) ( -224 -128 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( 256 96 0 ) ( 224 96 0 ) ( 224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 256 -96 160 ) ( 256 96 160 ) ( 288 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 -96 96 ) ( 256 -96 96 ) ( 256 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 256 -96 160 ) ( 256 96 160 ) ( 256 96 64 ) pball/azwall3_2 0 0 0 1.0 1.0
( 256 96 96 ) ( 224 96 96 ) ( 224 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( 224 96 96 ) ( 224 -96 96 ) ( 224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
{
//"0000" "0"
( -224 96 0 ) ( -256 96 0 ) ( -256 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 -96 160 ) ( -224 96 160 ) ( -192 96 160 ) pball/azwall3_2 0 0 0 1.0 1.0
( -256 -96 96 ) ( -224 -96 96 ) ( -224 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 -96 160 ) ( -224 96 160 ) ( -224 96 64 ) pball/azwall3_2 0 0 0 1.0 1.0
( -224 96 96 ) ( -256 96 96 ) ( -256 96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
( -256 96 96 ) ( -256 -96 96 ) ( -256 -96 0 ) pball/azwall3_2 0 0 0 1.0 1.0
}
}
{
"sounds" "4"
"angle" "180"
"target" "lt1"
"classname" "func_button"
{
//"0000" "0"
( -208 16 16 ) ( -224 16 16 ) ( -224 -32 16 ) pball/r_metal1 0 0 0 1.0 1.0
( -224 -32 48 ) ( -224 16 48 ) ( -208 16 48 ) pball/r_metal1 0 0 0 1.0 1.0
( -224 -16 48 ) ( -208 -16 48 ) ( -208 -16 -16 ) pball/r_metal1 0 0 0 1.0 1.0
( -208 -32 48 ) ( -208 16 48 ) ( -208 16 -16 ) pball/r_metal1 0 0 0 1.0 1.0
( -208 16 48 ) ( -224 16 48 ) ( -224 16 -16 ) pball/r_metal1 0 0 0 1.0 1.0
( -224 16 48 ) ( -224 -32 48 ) ( -224 -32 -16 ) pball/r_metal1 0 0 0 1.0 1.0
}
}
{
//"0000"
"spawnflags" "1"
"targetname" "lt1"
"origin" "0 0 144"
"classname" "light"
}
{
//"0000"
"origin" "0 0 24"
"classname" "info_player_deathmatch"
}

y00tz

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Re: y_soffice
« Reply #41 on: October 18, 2007, 11:10:31 AM »
Adding a host of extra stuff, more ground litter (I'm actually happy now that you can walk through models :D), will have soda cans etc.  Will add a little more realism and detail.  Here's a bonus for ya guys, it's the bulletin board that was left over from the last owners: (it's in the map now :D)

KnacK

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Re: y_soffice
« Reply #42 on: October 18, 2007, 11:30:22 AM »
rofl!

Very nice touch.

y00tz

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Re: y_soffice
« Reply #43 on: October 18, 2007, 11:34:50 AM »
In place of "tree service" I had:

KnacK's Lawn Care
"We do the weedwacking, so you don't get busted for wallhacking"

bitmate

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Re: y_soffice
« Reply #44 on: October 18, 2007, 11:36:50 AM »
Seems like the "e" of "service" is written on the board itself.
Despite that I really like it :D

sk89q

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Re: y_soffice
« Reply #45 on: October 18, 2007, 12:30:00 PM »
I finally got a chance to check out the map.

It looks good, but the scale seems to be really off. The plants are the right size... but the tables and counters... you can't even see over them.

S8NSSON

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Re: y_soffice
« Reply #46 on: October 18, 2007, 01:02:22 PM »

ViciouZ

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Re: y_soffice
« Reply #47 on: October 18, 2007, 01:13:57 PM »
More! More! More!

sk89q

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Re: y_soffice
« Reply #48 on: October 18, 2007, 02:05:37 PM »


PSD: http://sk89q.therisenrealm.com/uploads/board.psd

*Note: Uses layer blending features. May not be supported in other photo editing programs.

y00tz

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Re: y_soffice
« Reply #49 on: October 18, 2007, 02:43:24 PM »
haha looks good great  :o, but the joke is ab used (typo by jits)

permission to use?

sk89q

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Re: y_soffice
« Reply #50 on: October 18, 2007, 02:45:22 PM »
Permission to use, modify, distribute, hump, etc. ;)

All the original images I utilized are available for any usage too.

Krewzer

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Re: y_soffice
« Reply #51 on: October 18, 2007, 04:01:38 PM »
I'm haven't gotten switched lights to work either.... I apologize to Eiii, tell people that stuff can't be done all you want.  I haven't given up yet but I thought for sure that I had switched lights working on a map... like I said I haven't given up yet.

That bulletin board is great!

Edit: Ok, just came across this: "Note that all switched lights and lightstyles are disabled in multiplayer."

I again apologize.
« Last Edit: October 18, 2007, 04:22:07 PM by Krewzer »

sk89q

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Re: y_soffice
« Reply #52 on: October 18, 2007, 04:39:51 PM »
Lightstyles are not disabled in Paintball however (applicable to light entities).

eradicator

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Re: y_soffice
« Reply #53 on: October 18, 2007, 05:02:14 PM »
Haha that bulletin board is sweet, I like y00tz idea for knack's lawn care.
In place of "tree service" I had:

KnacK's Lawn Care
"We do the weedwacking, so you don't get busted for wallhacking"
LOL! ;D

y00tz

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Re: y_soffice
« Reply #54 on: October 18, 2007, 11:35:06 PM »
Thanks sk89q.  I was going to just source a pic but I had no time.  Thanks s8n and sk89q for lending your skills.

jitspoe

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Re: y_soffice
« Reply #55 on: October 23, 2007, 04:57:47 PM »
A couple things:
- The zip paths should be like pball/textures/whatever/... not y_soffice_beta1/pball/... (so people can extract directly to the paintball2 directory)
- Beta maps should go in pball/maps/beta/
- If the textures are going to be in the CTP, shouldn't they be in the textures/ctp1 directory?
- Needs the proper gamemode settings in the worldspawn so it starts in DM mode.
- As mentioned before, the tables and stuff are too large.
- The lights stick down from the ceiling too far.  They should probably just be flush with it.
- The grey texture looks out of place (looks kind of like metal).
- Maybe photo-source the scattered paper texture so they look a little more natural.
- I'd throw in a path to connect the two dead ends so each area has two paths.

Looks good overall.