Author Topic: New map: Painted Night  (Read 5323 times)

SnooD

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New map: Painted Night
« on: January 21, 2012, 03:28:43 AM »
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
« Last Edit: January 21, 2012, 05:17:35 AM by SnooD »

omni

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Re: New map: Painted Night
« Reply #1 on: January 21, 2012, 03:33:01 AM »
i dont think you can have capital letters in the map name for linux users
 correct me if im wrong though

SnooD

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Re: New map: Painted Night
« Reply #2 on: January 21, 2012, 05:18:05 AM »
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.

joonas

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Re: New map: Painted Night
« Reply #3 on: January 21, 2012, 05:53:06 AM »
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.

Chef-Killer

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Re: New map: Painted Night
« Reply #4 on: January 21, 2012, 06:32:26 AM »
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.

SnooD

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Re: New map: Painted Night
« Reply #5 on: January 21, 2012, 09:19:35 AM »
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

SnooD

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Re: New map: Painted Night
« Reply #6 on: January 21, 2012, 09:33:01 AM »
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

Chef-Killer

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Re: New map: Painted Night
« Reply #7 on: January 21, 2012, 09:53:01 AM »
There's still no lighting. Did you get any error, warning or something else while running the final compile?

SnooD

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Re: New map: Painted Night
« Reply #8 on: January 21, 2012, 10:16:30 AM »
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..

Chef-Killer

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Re: New map: Painted Night
« Reply #9 on: January 21, 2012, 10:27:07 AM »
Can you post the report of the final compile (text in the black box)?

SnooD

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Re: New map: Painted Night
« Reply #10 on: January 21, 2012, 10:34:50 AM »
----------- 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)?

omni

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Re: New map: Painted Night
« Reply #11 on: January 21, 2012, 10:42:10 AM »
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

T3RR0R15T

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Re: New map: Painted Night
« Reply #12 on: January 21, 2012, 10:50:40 AM »
Yes, fix the leak and you have light.

SnooD

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Re: New map: Painted Night
« Reply #13 on: January 21, 2012, 11:09:53 AM »
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 . . .

T3RR0R15T

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Re: New map: Painted Night
« Reply #14 on: January 21, 2012, 11:12:41 AM »
Did you made a big box around the map to fix the leak? That often gives you a MAX_PATCHES error.

Chef-Killer

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Re: New map: Painted Night
« Reply #15 on: January 21, 2012, 11:19:07 AM »
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.

SnooD

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Re: New map: Painted Night
« Reply #16 on: January 21, 2012, 11:26:31 AM »
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.

Chef-Killer

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Re: New map: Painted Night
« Reply #17 on: January 21, 2012, 12:38:12 PM »
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.

SnooD

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Re: New map: Painted Night
« Reply #18 on: January 21, 2012, 01:15:03 PM »
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

SnooD

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Re: New map: Painted Night
« Reply #19 on: January 21, 2012, 07:01:38 PM »
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