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Author Topic: Oiltanks for RMA  (Read 18823 times)

Offline ghosta

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Oiltanks for RMA
« on: August 01, 2008, 09:45:06 am »
I tried to make my first map:

Its polycount with 200 is a bit high I guess, but it would be nice if anyone could take a look at it and tell me, if something else is wrong.




[attachment deleted by admin]
« Last Edit: August 01, 2008, 10:23:53 am by Mattn »

Offline Mattn

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Re: Oiltanks for RMA
« Reply #1 on: August 01, 2008, 10:22:52 am »
there should maybe be a railing around the upper floor - otherwise the actors can walk on the tanks (might confuse pathfinding)

except that i see no other problems
* Mattn is waiting for an industrial rma ;)

Offline BTAxis

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Re: Oiltanks for RMA
« Reply #2 on: August 01, 2008, 10:26:23 am »
You might want to use the new actorclip and stepon textures.

Did you test this map?

Offline ghosta

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Re: Oiltanks for RMA
« Reply #3 on: August 01, 2008, 11:30:28 am »
I compiled it, and startet it with the game, but I still have to test it with players.

Is there a way to fix the textures? Everytime I move the map (especially the signs), the textures start shifting around too and I have to find the right position again...

Where can I find the new actorclip and stepon textures?

Offline Kildor

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Re: Oiltanks for RMA
« Reply #4 on: August 01, 2008, 12:03:00 pm »
tex\tex_common\actorclip.tga, nodraw.tga, weaponclip.tga, stepon.tga

Offline ghosta

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Re: Oiltanks for RMA
« Reply #5 on: August 01, 2008, 12:58:01 pm »

Offline Mattn

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Re: Oiltanks for RMA
« Reply #6 on: August 01, 2008, 01:51:23 pm »
activate the texture lock to move brushes around without changing the texture alignment.

please attach it to the forum thread - i hate waiting for downloads ;)

Offline ghosta

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Re: Oiltanks for RMA
« Reply #7 on: August 01, 2008, 09:17:33 pm »
Here u get another map and the oiltank again.

I compiled and started it successfull.



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« Last Edit: August 03, 2008, 04:26:02 pm by ghosta »

Offline BTAxis

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Re: Oiltanks for RMA
« Reply #8 on: August 02, 2008, 01:45:39 am »
By the way, are you planning on making a tileset that uses these tiles?

Offline Mattn

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Re: Oiltanks for RMA
« Reply #9 on: August 02, 2008, 11:45:01 am »
if you put the barrels exactly on the border of a tile, you have to be sure, that you use a correct sunlight angle for your tiles - otherwise it might be possible, that no shadow is casted (casted into the void)

Offline BTAxis

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Re: Oiltanks for RMA
« Reply #10 on: August 02, 2008, 12:46:20 pm »
Or he could rotate the tile so it is fine with the default sunlight - which direction is the default sunlight anyway? +x -y, I think?

Offline blondandy

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Re: Oiltanks for RMA
« Reply #11 on: August 02, 2008, 04:32:46 pm »
slightly off thread, but check the light across edges of tiles in day and night versions.

i noticed (not on these), but in svn many night maps have light coming out of doors and terminating at the edge of the tile.

Offline ghosta

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Re: Oiltanks for RMA
« Reply #12 on: August 02, 2008, 04:52:38 pm »
By the way, are you planning on making a tileset that uses these tiles?

Maybe. At the moment I try doing it, but I wont promise anything...


if you put the barrels exactly on the border of a tile, you have to be sure, that you use a correct sunlight angle for your tiles - otherwise it might be possible, that no shadow is casted (casted into the void)

Uhm, if you get problems with the shadows of barrels, what will happen to the pipe? This would only allow one direction for my pipes... Otherwise there would be parts without shadows...

And the next Problem: I can compile the maps and start them, but if I try to start one with a "info_player_start" to test my stairs the game crashes... I use the Version 2.2.1 for Windows.

Offline Mattn

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Re: Oiltanks for RMA
« Reply #13 on: August 02, 2008, 05:27:10 pm »
add at least 8 starting positions

Offline Mattn

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Re: Oiltanks for RMA
« Reply #14 on: August 02, 2008, 11:23:12 pm »
btw. the license you are releasing your under is gpl 2.0 or later i suppose? if you are using