Author Topic: my half-finished map (w/ pictures)... some questions  (Read 6866 times)

shockk

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my half-finished map (w/ pictures)... some questions
« on: December 22, 2014, 09:51:28 PM »
Hey, I have a few questions that I'd love some help with. I started messing around with bsp the other night.

1. About leak fixes, I downloaded the OTB version of bsp editor and it is able to show the leak lines without crashing but how do I actually go about fixing them? The one line is very irregular and I don't actually know at what point I am supposed to make the fix. Also whether or not I have already fixed and maybe it just isn't showing. Can anyone offer advice or what to do?

(I was going to get a screenshot of the crazy leak-fix line, but the .lin file was deleted again I don't have one to do the leak check again with)

2.  Also, I have a glass panel face on a mostly brick-faced wall brush, and I need it to be able to be shoot through on the glass face ONLY. I tried the "mist" flag it didn't work. There is going to be a quick ice speed on the other side of that glass that can't see back through but can easily grab and cap a flag if nobody shoots you through the glass.

see atsnake.jpg for this ^ and next question

3.  The "snake-like" (in real pb talk) structures I have built beside this glass panel have an angled ditch beside them. I made it angled so it will be difficult to try to sprint strafe through. I don't want it to be easy to rush across, I am trying to slow the speed down at this point to change the play dynamics a bit. At this point I have water in the ditch, so if you hop around too much you'll end up falling down the slope and getting stuck in the water a bit. But I was hoping to just have the ditch angle (which is like this |/   ) have that kinda effect where, when you are right in the bottom corner, its kinda hard to move and you're stuck a bit. I'm sure some of you know what I mean here?  Other than that maybe some sort of surface flag that makes the ground slower to walk across or something? I didn't see anything like this though, so let me know if there is anything.

4.  Lastly, can I change the colour of the acid texture surrounding the white flag? the brown colour is kinda nasty, I was hoping like purple or green or something colourful.

see atacid.jpg for this ^

atmidhigh.jpg is a random shot from mid high.
The closest building-area, before the grass-area, is going to be two stories high with flags on the second stories, slightly away from the middle

Thanks a lot, bsp is actually a lot of fun to use.
« Last Edit: December 22, 2014, 10:22:45 PM by shockk »

Cameron

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Re: my half-finished map (w/ pictures)... some questions
« Reply #1 on: December 22, 2014, 10:43:42 PM »
1.  The line will bounce off everything, just follow it until it finds a way outside your map.  Fix it by not allowing light through the hole, so just extend the wall/floor or whatever it is to cover the hole.  If you want I can have a look at the map file for you.

2.  Actually I came across this today playing some map 'london'.  Theres a mesh fence that you can see through and shoot through, but not walk through.  Might be worth decompiling it or just trying that texture and seeing what surface attributes it has.

4.  Haven't done this before and don't have time to try it now, but you might be able to make it some random texture of your colour choice, and change the brush attributes to the same as water/lava so you can 'swim' in them, but then also eliminate you as well.

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #2 on: December 22, 2014, 11:24:43 PM »
Hi Cam,

1. I followed the line and I don't think there was ever any noticeable gap to outside the map, it zig zagged through some empty spaces under floors but to the actual perimeter of the map I see no holes... are they just really small?

I attached the mapfile

2. Okay maybe I'll try that, how do I change a .bsp to a .map for BSPeditor?

4. And yeah I wanted something like lava, seen it in the jump maps, even this would do, but I don't have the texture

Side question: is it possible to change the face texture of just a portion of a whole face? Like have a big box-shaped face for instance, and only put a certain texture on part of the face? Or does it have to be a separate brush.

thanks
« Last Edit: January 06, 2015, 04:56:37 PM by shockk »

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #3 on: December 22, 2014, 11:42:26 PM »
sorry I uploaded the bsp before, there's the .map

Ace

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Re: my half-finished map (w/ pictures)... some questions
« Reply #4 on: December 23, 2014, 12:14:49 AM »
1. The compiler finds no leaks with that map file. The only issues are mixed face contents, which really don't cause issues.

2. To get the shoot through but can't walk through, add a clip brush to each side of the mist brush. As in 3 brushes.
|clip| |mist| |clip|

3. There is a way to make it harder to walk. If you use the 'current' flag on a surface, it will push you in the angle you select. There are multiple versions, current_0/90/180/270/up/down. The numbers are the same angles as the ones you use for spawns/teleports/etc. Use those as a reference. For the slope you have, current_0 should be used to slightly pull someone down the ramp as they climb it. You can adjust the velocity of the current by putting a number in the 'value' box. I think default is around 100. Don't overuse this, it is pretty annoying.

4. There are a huge amount of textures out there for lava. I'll attach one I used in a quake map a bit ago. To use any custom texture, you need to place it in both the bsp texture directory and pball texture directory. They muse use the same name and file structure. This one for example goes in bsp\pball2\quake2\pball\textures\pornstar-custom and paintball2\pball\textures\pornstar-custom. Then just load it like you do the pball folder in bsp. The TGA goes in in the pball, .wal goes in bsp.

If you have questions about the flags n stuff, ask away.

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #5 on: December 23, 2014, 12:35:38 AM »

2. To get the shoot through but can't walk through, add a clip brush to each side of the mist brush. As in 3 brushes.
|clip| |mist| |clip|



Ace if its clip, mist, clip, how do I know which direction I'll be able to shoot through?

and thanks for the lava, it looks good

Clipz

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Re: my half-finished map (w/ pictures)... some questions
« Reply #6 on: December 23, 2014, 09:35:39 AM »
You can apply texture flags to certain sides of a brush

Rockyar_96

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Re: my half-finished map (w/ pictures)... some questions
« Reply #7 on: December 23, 2014, 11:11:42 AM »
Ace if its clip, mist, clip, how do I know which direction I'll be able to shoot through?


I think you misunderstand this clipz

jitspoe

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Re: my half-finished map (w/ pictures)... some questions
« Reply #8 on: December 23, 2014, 11:14:56 AM »
I don't think it's possible to make something that you can only shoot through in one direction.  Brushes will either be solid to paintballs or not.  Clip brushes are invisible to players, so players can't move through them, but they can be shot through.  Mist brushes are visible, but can be walked or shot through.  The combination makes something you can see, shoot through, but not walk through.

Ace

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Re: my half-finished map (w/ pictures)... some questions
« Reply #9 on: December 23, 2014, 11:58:49 AM »
I don't think it's possible to make something that you can only shoot through in one direction.  Brushes will either be solid to paintballs or not.  Clip brushes are invisible to players, so players can't move through them, but they can be shot through.  Mist brushes are visible, but can be walked or shot through.  The combination makes something you can see, shoot through, but not walk through.

Like jitspoe says, I don't think there is a way to make it possible. The problem is that even if you set one side of the brush to mist, and the other normal, the paintball is still able to enter the brush. The way you have it now, you can see through it one way, but not the other. I think this is about as good as it gets.

Also, in your .map, you should really use detail brushes for the non-vis blockers, like bunkers etc. You can do that by clicking all the brushes that you want to be a detail, then pressing ctrl+d.

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #10 on: December 23, 2014, 04:44:35 PM »
What is a detail exactly? I didn't know what this was or what it does.

And I know some people have been able to make one way shoot thru materials, peoy has a mesh floor on pgpbattlefield I remember that could be shot up thru, but not down thru :( ahh

See I could make it shootable both directions, but not transparent from the speed side, but then people with walls and aimbots would have an insane advantage, and I don't want that. And I can't stop people from cheating id rather take away the possibility

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #11 on: December 23, 2014, 04:46:44 PM »
Is it possible to get people's .map files from .bsp files to see how they did things with the brush properties?

Ace

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Re: my half-finished map (w/ pictures)... some questions
« Reply #12 on: December 23, 2014, 04:55:00 PM »
Detail brushes make it so that they do not count as vis blockers. You want to make things like barrels, crates, etc detail brushes to avoid a high poly count. Your map had roughly 1200ish I think when I compiled. A map that size could easily be in the 100s.

You can decompile maps, but be sure to not use anything from it without permission from the mapper. This one here https://code.google.com/p/jbn-bsp-lump-tools/downloads/list works quite well compared to some of the older ones. It makes mistakes on complex terrain, but you get the general idea of how to make something.

Edit: Checked out pgp_battlefield, and you can shoot through both sides of the mesh. So nope, peoy wasn't able to do it.

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #13 on: December 23, 2014, 09:49:29 PM »
excrement! well darn there goes my map idea


knuddlee

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Re: my half-finished map (w/ pictures)... some questions
« Reply #14 on: December 24, 2014, 04:02:51 AM »
Dont give up shockk, theres always a way something can be done. Like only one-way bulletproof glas :)
If not with brushes/mists, then another way. I'll think about it and let you know if I have an idea. But until then: Dont give up, never do :D

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #15 on: December 24, 2014, 08:13:59 AM »
I appreciate the support knuddle, there are a lot of half measures that could be done.. but the one way glass has seemed really crucial to me for the entire idea. I hope there is another way, thanks for helping out.

I was thinking maybe an elevation change of some sort could help but either way you can shoot both ways it might have to be a pretty creative solution.


Cameron

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Re: my half-finished map (w/ pictures)... some questions
« Reply #16 on: December 26, 2014, 04:17:57 PM »
Rescaled ramp textures, tele fixed.

shockk

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Re: my half-finished map (w/ pictures)... some questions
« Reply #17 on: December 28, 2014, 01:58:02 AM »
cam doing some more editing, those ramp textures keep messing up again, they look right in bspeditor and wrong when loaded

also im getting the ERROR message when trying to load the map in-game thru bspeditor, when I put these wooden boxes in the map, basically not doable with those textures I think? might just avoid them and see what else I can use instead