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Posted: Fri Apr 30, 2004 8:27 am
by TopTiger
yeh got the lightcompare.
old:

new:
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.
Posted: Sun May 02, 2004 1:47 pm
by Ric-hard
I really like this map, and now it will be even better

.
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
Posted: Sun May 02, 2004 2:17 pm
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.
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? )
Lowering the lights to 200 should help, as that means there are less lights shining on the player...
Posted: Sun May 02, 2004 5:19 pm
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
but it's gonna be nice

Posted: Sun May 02, 2004 7:28 pm
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

Posted: Sun May 02, 2004 7:50 pm
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

, 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.