With cordite in the air, splintered steel, shell casings and powder burns, there’s only one explanation...
For all you mappers out there!

Moderators: Pardner, Joe Kari, TheDoctor, Breli

new dm and br map (San Juanico)

Postby !NuB!Donut » Mon Mar 29, 2010 7:23 pm

Hey Guys

I finished my first map :D here are some pictures

Image

Image

Image

Image

Image

my personal favorit the cannon which can destroy a wall
8)
Image

Image



Image

Image

and here is the downlod link
DOWNLOAD
so give it a try and I hope you enjoy the map a lot :wink:
Last edited by !NuB!Donut on Mon Apr 05, 2010 10:41 pm, edited 2 times in total.
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Postby Pardner » Mon Mar 29, 2010 8:17 pm

Good going! Glad to see some more map contributions. If you want, the uploads over at the SG Moddb page are public and you could upload your map there. I played through it a little, hope you don't mind some constructive criticism (some are just opinion):

I found Z-fighting in the following places:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0002_2.jpg][timg]357_shot0002_2.jpg[/timg][/thumb] [thumb=http://forum.smokin-guns.org/userpix/357_shot0006_3.jpg][timg]357_shot0006_3.jpg[/timg][/thumb] [thumb=http://forum.smokin-guns.org/userpix/357_shot0009_3.jpg][timg]357_shot0009_3.jpg[/timg][/thumb]
[thumb=http://forum.smokin-guns.org/userpix/357_shot0014_1.jpg][timg]357_shot0014_1.jpg[/timg][/thumb] [thumb=http://forum.smokin-guns.org/userpix/357_shot0015_1.jpg][timg]357_shot0015_1.jpg[/timg][/thumb]

I found floating brushes in the following places:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0000_3.jpg][timg]357_shot0000_3.jpg[/timg][/thumb] [thumb=http://forum.smokin-guns.org/userpix/357_shot0005_1.jpg][timg]357_shot0005_1.jpg[/timg][/thumb] [thumb=http://forum.smokin-guns.org/userpix/357_shot0008_2.jpg][timg]357_shot0008_2.jpg[/timg][/thumb]

This room seems overly bright:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0010_3.jpg][timg]357_shot0010_3.jpg[/timg][/thumb] [thumb=http://forum.smokin-guns.org/userpix/357_shot0011_1.jpg][timg]357_shot0011_1.jpg[/timg][/thumb] [thumb=http://forum.smokin-guns.org/userpix/357_shot0012_2.jpg][timg]357_shot0012_2.jpg[/timg][/thumb]

The water brush does not extend into the banking enough:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0001_2.jpg][timg]357_shot0001_2.jpg[/timg][/thumb]

Miss aligned texture:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0007_2.jpg][timg]357_shot0007_2.jpg[/timg][/thumb]

This barrel is sunk into the ground:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0016_1.jpg][timg]357_shot0016_1.jpg[/timg][/thumb]

The spawn points seem cramped. I keep spawning next to a bot. More spawn points would help:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0017_1.jpg][timg]357_shot0017_1.jpg[/timg][/thumb]

The bankings could use some bot clipping and bot_do_no_enter, all bots seem to gather in the river under the bridge:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0003_1.jpg][timg]357_shot0003_1.jpg[/timg][/thumb]

The last one is not your fault, I use a weak laptop and usually run everything on low and in vertex mode. I noticed that you used EG's export terrain texture feature. I will look to see if there is a work around (possible a compile switch) This is the result when I run everything on low:
[thumb=http://forum.smokin-guns.org/userpix/357_shot0018_1.jpg][timg]357_shot0018_1.jpg[/timg][/thumb]


Also, how are you breaking the wall when you fire the connon? 1.1b4 supports dynamite and Molotov shooters, which would make for a really cool effect on the building!
Last edited by Pardner on Sat Jun 05, 2010 4:03 pm, edited 1 time in total.

Image
Image
User avatar
Pardner
SG Team
 
Posts: 1786
Joined: Fri Nov 18, 2005 5:48 am
Location: MD, USA



Postby !NuB!Donut » Tue Mar 30, 2010 6:20 pm

Pardner thank you a lot

I correct some bugs in my map but there are still some more

so if somebody fund any bugs pleace tell me them

where were this picture made I wasn't able to faund it

Image

I tested it with the bot clipping and bot_do_no_enter but than all bots stand at there spawn maybe some one of you can help me whit this problem

How can i build dynamite and Molotov shooters??

The cannon workes quite easy

Image

the rest of the wall after the shot is inside the door

and i hope you will find a way to correct my terrain texture

may be i will upload tomorow a new version of my map

I noticed that this tent is quite ugly

Image

if somebody could build a better tent i would be very pleaced
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Postby Pardner » Tue Mar 30, 2010 7:30 pm

!NuB!Donut wrote:where were this picture made I wasn't able to faund it
Image


In the secret door after I shoot out the floor in DM. I also noticed the entire metal safe wall was floating even before I shot out the floor.


To use shooter_grenade and shooter_plasma, use something like this:
[thumb=http://forum.smokin-guns.org/userpix/357_Untitled_5.jpg][timg]357_Untitled_5.jpg[/timg][/thumb]

I have emailed you the map file if you want to check it out.
User avatar
Pardner
SG Team
 
Posts: 1786
Joined: Fri Nov 18, 2005 5:48 am
Location: MD, USA



Postby ReD NeCKersoN » Wed Mar 31, 2010 2:29 am

Admittedly, I haven't downloaded your map yet. But I have some comments for you.
!NuB!Donut wrote:I tested it with the bot clipping and bot_do_no_enter but than all bots stand at there spawn maybe some one of you can help me whit this problem

Make sure no spawn points are inside your bot clips. If you haven't already, you also need a .ai file so the bots will roam. (This is especially important in br mode, since there are no money pickups to attract the bots.) You can find this info in the map tools package, in the readme.html.
But I'll paste it here for you:
#2 AI-Nodes Readme

AI files are waypoint files used by the bots in Smokin'' Guns

The AI-Nodes are set ingame, with cheats being enabled
-----------------------------------------------------------

commands:

"node_set" set a node
"node_reset" delete all nodes
"node delete" delete the nearest node
"node_print" print the coordinates of all nodes
"node_savefile" save the .ai file
"node_openfile" load the ai.file of the current map

I've underlined the most important commands that I use. It's easier if you bind keys to do these things in game.
!NuB!Donut wrote:I noticed that this tent is quite ugly

So is the tree next to the tent. If it's an ase model, make sure you assign spawnflags 4 to it in the entity window.
Image
User avatar
ReD NeCKersoN
SG Team
 
Posts: 3245
Joined: Wed Mar 27, 2002 6:22 am
Location: VA, USA



Postby @spi » Thu Apr 01, 2010 3:39 pm

hi, i try to start a local server with your map but it crashed directly with :

Z_Free: memory block wrote past end

message.
@spi
Pistolero
 
Posts: 25
Joined: Tue Sep 08, 2009 11:25 pm



Postby moRtem » Thu Apr 01, 2010 5:33 pm

@spi wrote:hi, i try to start a local server with your map but it crashed directly with :

Z_Free: memory block wrote past end

message.


try to increase /com_hunkmegs and /com_zonemegs (probably also /com_soundmegs)


/quit
User avatar
moRtem
Gunslinger
 
Posts: 284
Joined: Sun Mar 15, 2009 5:56 pm



Postby Sucalakafufu » Fri Apr 02, 2010 2:10 am

@spi wrote:hi, i try to start a local server with your map but it crashed directly with :

Z_Free: memory block wrote past end

message.


you might be getting this message if you are running SG 1.0
SG Name: Sucalakafufu
Clan: [CWNN] - Clan With No Name
User avatar
Sucalakafufu
Gunslinger
 
Posts: 239
Joined: Thu Apr 16, 2009 8:59 am



Postby !NuB!Donut » Sat Apr 03, 2010 1:39 am

So here is the next version of my map
DOWNLOAD
there are still a lot of bugs which i wasn't abel to fit for exampel some bots run against a wall or door and the light locks ugly

but look yourselve

Don't know why there is light
Image

here the same
Image

This looks ugly
Image

The door is quite dark
Image

if anybody find some more bugs pleace report me them

I hope somebody can help me with the light
Last edited by !NuB!Donut on Mon Apr 05, 2010 10:42 pm, edited 1 time in total.
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Postby Pardner » Sat Apr 03, 2010 4:00 pm

I noticed this in your map. Unfortunately, its not really fixable. Red started a thread on this a loong time ago before the stand-alone.
viewtopic.php?t=997
He was able to fix some of the light leaks in the original maps. I hope it will help you too.
User avatar
Pardner
SG Team
 
Posts: 1786
Joined: Fri Nov 18, 2005 5:48 am
Location: MD, USA



Postby !NuB!Donut » Sat Apr 03, 2010 4:43 pm

Pardner i think the link doesn't work :cry:
but thanks
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Postby Pardner » Sat Apr 03, 2010 6:51 pm

it should have worked, but you did need to be logged in. The thread came from our old forum "Editor's Forum". Just in case, I have moved it up into the Level Editing forum.
http://forum.smokin-guns.org/viewtopic.php?t=997
User avatar
Pardner
SG Team
 
Posts: 1786
Joined: Fri Nov 18, 2005 5:48 am
Location: MD, USA



Postby Joe Kari » Sun Apr 04, 2010 3:05 pm

Owww, I can't "reply" on the leaking light thread...

Let's do it here...

In Q3, lightmap are small 128x128 textures that contain RGB light value. In fact, it works more or less like multi-texturing: your primary texture is blended with your lightmap (but in fact, the blending function is not the same, in this case it multiply the first by the second).


The compiler try to share a 128x128 lightmap with coplanar and adjacent surface, in order to save memory usage (it produces less lightmap), and to avoid lightmap seam.
(This is also called "lightmap merging")

Everytime a light leak occurs, you can be sure that your current surface is sharing a lightmap with others surfaces, in your case, with the ground outside your building. And because a lightmap is only a 128x128 texture, if it cover a large part of the map, it causes blur, and this blur can "pass through" your wall.

To force your ground inside your building to have its own lightmap, select it, and make it a func_group entity.

Another way to avoid this, a bit more complicated, is to use an external hi resolution lightmap. This way, you can have a whole 1024x1024 lightmap rather than a 128x128 one, so the blur is removed, and it doesn't leak anymore.

You can mix those 2 tricks as well.
User avatar
Joe Kari
SG Team
 
Posts: 878
Joined: Sun Sep 16, 2007 8:44 pm
Location: France



Postby !NuB!Donut » Mon Apr 05, 2010 10:40 pm

first thank you all a lot you helped me again and again

I have really finished my map now :D
so here is the newest download link
DOWNLOAD

It would be great if someone of you could add this map map to the next patch of Sokin' Guns so that we are able to play the map online
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Postby !NuB!Donut » Sun Apr 25, 2010 12:38 am

so after some map test i realized that the money bags are missing in the br mode :oops: and i also fitted some more bugs.

DOWNLOAD
User avatar
!NuB!Donut
SG Team
 
Posts: 150
Joined: Wed Mar 10, 2010 8:57 pm
Location: Germany



Next

Return to Level Editing

Show Sidebar
Show Sidebar

User Control Panel