Need help on a REALLY strange problem.

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TopTiger
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Post by TopTiger »

yeh got the lightcompare.

old:
Image
new:
Image

The new one is darker so it looks better.

Did a gammacorrection on the screens, so it looks like ingame. And also did a jpg optimisation, for the slower connections.
Ric-hard
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Post by Ric-hard »

I really like this map, and now it will be even better :D .
Just one thing, the script isnt compatible with mohaa 1.00 :( ,
seems like it cant take this part,
while(level.targets_destroyed < level.targets_to_destroy)

Possible to make it like this instead?

Code: Select all

// pipe
// ARCHITECTURE: TT
// SCRIPTING: TT

main:

// set scoreboard messages
setcvar "g_obj_alliedtext1" "- Place the bombs"
setcvar "g_obj_alliedtext2" ""
setcvar "g_obj_alliedtext3" ""
setcvar "g_obj_axistext1" "- Defend the Control"
setcvar "g_obj_axistext2" " room and generator"
setcvar "g_obj_axistext3" ""

setcvar "g_scoreboardpic" "pipeline"

	level waittill prespawn

	exec global/dmprecache.scr
	level.script = maps/obj/pipeline.scr
	exec global/ambient.scr obj_team2
	exec global/door_locked.scr::lock
	thread global/exploder.scr::main

	level waittill spawn

	level.defusing_team = "axis"
	level.planting_team = "allies"
	level.bomb_damage = 200
	level.bomb_explosion_radius = 640
	level.dmrespawning = 0 // 1 or 0
	level.dmroundlimit = 5 // round time limit in minutes
	level.clockside = axis // set to axis, allies, kills, or draw

	level waittill roundstart

	$panel_bomb thread global/obj_dm.scr::bomb_thinker
	$gen_bomb thread global/obj_dm.scr::bomb_thinker

	thread allies_win_bomb $panel_bomb $gen_bomb

end

allies_win_bomb local.bomb1 local.bomb2:

	while (local.bomb1.exploded != 1)
		wait .1
	while (local.bomb2.exploded != 1)
		wait .1

	teamwin allies
end

// Axis Victory

axis_win_timer:

	level waittill axiswin
end
blue60007
General
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Joined: Sun Mar 07, 2004 11:44 pm

Post by blue60007 »

Bjarne BZR wrote:
blue60007 wrote:I think you are on the right track with the player shadow. Try reducing the number of point lights and up the ambient lighting.
I'd rather burn in hell. :twisted:

I lowered ambientlight from 20 in this map and lowered all pointlights from 300 to 200 to get the nice lighting. Before it had a more of a "flat" lighting.
( TopTiger, do you still have the light compare pics I sent you? Could you upload some here? )
:twisted:

Lowering the lights to 200 should help, as that means there are less lights shining on the player...
Image
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TopTiger
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Post by TopTiger »

Or delete some lights above the metal walkway, there are currently 6 lights or so, maybe it helps if you put more space between the light, there's enough light up there i think, wouldnt hurt to delete some.

kinda weird to talk about my own map lol :wink:

but it's gonna be nice :D
Bjarne BZR
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Post by Bjarne BZR »

The way I see it is that only someone with a mad gfx-card runs with complex shadows. And if they HAVE such a gfx.card, it's not aproblem :)
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TopTiger
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Post by TopTiger »

yeh you are right about that, complex shadows isnt needed so just leave it, the map runs fine. dont think much players play with complex shadows.
with my gf4mx440 64mb i have 40fps on that spot and the rest of the map 100+fps. the 40 fps is playable...

if i play wars i have my mohaa settings on its lowest :wink: , 16 bit... and all so i have high fps and you can spot the enemy faster.. normally i play on medium settings, so no complex shadows.
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