BETA dm_Gladiator
Moderator: Moderators
Peace m8! This is no 'frig', it's a RAR, which is a compressed file done with WinRAR, s/th like Winzip. You need WinRAR to decompress it. Didn't know there are people out there who don't know this...
But: Here is, just for them, the map file packed into a pk3, and don't tell me you can't open a pk3!
But: Here is, just for them, the map file packed into a pk3, and don't tell me you can't open a pk3!
Just for you Wacko m8
This aint the best but its the 1st one i found
http://majorflair.users.btopenworld.com ... sweet4.wav
This aint the best but its the 1st one i found
http://majorflair.users.btopenworld.com ... sweet4.wav
.MDT Webmaster, Mapper, Moddeler & Concept Artist
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
.Map Reviewer

http://www.shiftys-bunker.tk Under Construction
-
Hashmark13
- Major
- Posts: 299
- Joined: Mon Nov 25, 2002 12:20 am
- Location: USA
yes i know you can open a pk3 file.. but i didnt need to... i just put the pk3 in main folder.. you dont need to open it... and about the RAR thing
hehe thanks for letting me now 
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
-
Hashmark13
- Major
- Posts: 299
- Joined: Mon Nov 25, 2002 12:20 am
- Location: USA
i noticed only 2 problems in your map.. part of the door is caulked where you can see it... its where the hinges are... and there are 2 suns in your map!!! lol its kinda cool though one sun coming over the mountain and the sun that you added to your map with radiant... lol i like it 
and i was wandering if i could release a new version of this map... with your permission of course.. and i would send it to you first to see if you like it
and i was wandering if i could release a new version of this map... with your permission of course.. and i would send it to you first to see if you like it
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
Hashmark13, as I said: do what you like to with it!! getting a new version would make me glad!
didn't see two suns, but you're probably right as I had my eyes on other details and the door prob I saw myself when testing the last compiled map, but was just to lazy to correct it and recompile...
yarik, the sky I don't know anymore where it came from, and itm i'm at my parents so I can't help you much with this. Study the circus.shader and the textures and you'll see how it was done! 8)
shifty, ty for the link, will listen to it asap at home cause here I have no speakers
didn't see two suns, but you're probably right as I had my eyes on other details and the door prob I saw myself when testing the last compiled map, but was just to lazy to correct it and recompile...
yarik, the sky I don't know anymore where it came from, and itm i'm at my parents so I can't help you much with this. Study the circus.shader and the textures and you'll see how it was done! 8)
shifty, ty for the link, will listen to it asap at home cause here I have no speakers
-
Hashmark13
- Major
- Posts: 299
- Joined: Mon Nov 25, 2002 12:20 am
- Location: USA
i was studying the circus.shader file and i couldnt figure out where in your script made the flames work... i havent tried the flames in a map without script so i dunno if it was done by scripting...
and i noticed your map doesnt have a regular .scr file.
and i noticed your map doesnt have a regular .scr file.
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
here is a shader for an animated flame:
textures/flame/simple_flame_8
{
qer_editorimage textures/flame/aFlame_08.tga
qer_keyword utility
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
nopicmip
nomipmaps
spritegen parallel_upright
cull none
{
animmap 10 textures/flame/aFlame_08.tga textures/flame/aFlame_01.tga textures/flame/aFlame_02.tga textures/flame/aFlame_03.tga textures/flame/aFlame_04.tga textures/flame/aFlame_05.tga textures/flame/aFlame_06.tga textures/flame/aFlame_07.tga
blendfunc add
}
}
textures/flame/simple_flame_8
{
qer_editorimage textures/flame/aFlame_08.tga
qer_keyword utility
surfaceparm nolightmap
surfaceparm nonsolid
surfaceparm trans
nopicmip
nomipmaps
spritegen parallel_upright
cull none
{
animmap 10 textures/flame/aFlame_08.tga textures/flame/aFlame_01.tga textures/flame/aFlame_02.tga textures/flame/aFlame_03.tga textures/flame/aFlame_04.tga textures/flame/aFlame_05.tga textures/flame/aFlame_06.tga textures/flame/aFlame_07.tga
blendfunc add
}
}
-
Hashmark13
- Major
- Posts: 299
- Joined: Mon Nov 25, 2002 12:20 am
- Location: USA
hey thanks... is your maps script in the circus.shader because it appears to be.. well anyways will the shader file work if i take your maps script out and make a regular .scr file??? and my version of your map should be done soon.
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
This map has got NO .scr file, because there's nothing to be scripted and it has a .shader file because it has custom textures! 8)
So: You cannot mix them! A .scr is a .scr and a .shader is a .shader! two different things! The script is for the behavior of the map and the shader is for the behavior of the texture(s)!
If you're still unsure, try to find additional info here in the forum or leave the shader the way and the place it is!
http://map.moh-central.net/tutorials/basic_pk3.php shows how a custom pk3 is built, and you'll MUST leave the files where they belong and ofcourse you MUST NOT move pieces of one file into another one...
So: You cannot mix them! A .scr is a .scr and a .shader is a .shader! two different things! The script is for the behavior of the map and the shader is for the behavior of the texture(s)!
If you're still unsure, try to find additional info here in the forum or leave the shader the way and the place it is!
http://map.moh-central.net/tutorials/basic_pk3.php shows how a custom pk3 is built, and you'll MUST leave the files where they belong and ofcourse you MUST NOT move pieces of one file into another one...
-
Hashmark13
- Major
- Posts: 299
- Joined: Mon Nov 25, 2002 12:20 am
- Location: USA
i know a shader and scr file are 2 different things!!!
ok i calmed down... but you have to have a .scr in order to get the dmloading pic to show while loading... and the line of scripts that does that is in your .shader file...
ok i calmed down... but you have to have a .scr in order to get the dmloading pic to show while loading... and the line of scripts that does that is in your .shader file...
" If the automobile had followed the same development cycle as the computer, a Rolls-Royce would today cost $100, get a million miles per gallon, and explode once a year, killing everyone inside."
mmm, sorry, didn't want to be unfriendly at all but as you could see, there's no scr and the loading pic IS showing...
What you can find in the shader is the texture 'circus', which is used for that pic and it is not loaded/opened by a scr (as there isn't one) nor by the shader file itself, but by the loading_circus.ucr in the folder ui.
What you can find in the shader is the texture 'circus', which is used for that pic and it is not loaded/opened by a scr (as there isn't one) nor by the shader file itself, but by the loading_circus.ucr in the folder ui.
-
Hashmark13
- Major
- Posts: 299
- Joined: Mon Nov 25, 2002 12:20 am
- Location: USA
