NulL, on 03 June 2011 - 08:31 PM, said:
Ouuups. It will be fixed in the next version. I forget to add it to the /scripts/ folder.
NulL, on 03 June 2011 - 08:31 PM, said:
- Lanterns are missing an inside surface, you might want to make a cull none shader for them. (*See below)
* Lanterns:
Whatever you do, don't write a shader for "models/mapobjects/br_chinatown/lantern*", write a unique shader (say "models/skaz/lantern*") and edit the md3 model to use this new shader. You don't want to change the model in everyone else's maps. To edit the texture/shader used by a model, you can either hex-edit the .md3 file, use
NMD3C, or use the _remap key on the misc_model (this might be tedious as you have lots of misc_models to update). I'd use NMD3C personally.
I didn't know how to fix it. Thank you!
NulL, on 03 June 2011 - 08:31 PM, said:
- The shade over the small lamps in the lounge and bathroom will probably look better opaque, theres some rendering issues going on with them currently.
NulL, on 03 June 2011 - 08:31 PM, said:
- I don't think the spawn doors open fast enough, I kept getting caught on them as I ran through. You could speed them up, or what I would do is split them in half and have one open rightwards and one leftwards.
I will set the same speed to open the spawn doors than the middle doors.
NulL, on 03 June 2011 - 08:31 PM, said:
- I see you've mixed TS and FTL spawns entities, this might not be safe. TS spawns should always have their own entities. You might not get any problems if you mix them, but I guarantee you won't get any problems if you follow the rules. (We're adding a bunch of mapping tutorials to the website, they'll be public soon, there's a very concise description of making spawns in one of them.)
I was used to read urtmapping wiki but it's still down.
It will be fixed in the next version with different spawn entities.
NulL, on 03 June 2011 - 08:31 PM, said:
- I see you included a .rad file but no _n or _b files (again?).
I tried to generate *_b and *_n textures with Crazybump but it looked weird and textures were shiny in game. Moreover, the map size is already around 30 Mo. Add _b and _n textures means a map size around 70 Mo... I think I will release a dedicated .pk3 file with _b and _n textures.
NulL, on 03 June 2011 - 08:31 PM, said:
- Some textures in the pk3 exist in the primary urbanterror pk3 files so they don't have to be redistributed. (eg sn_window')
- Included watercaulk texture. (Yes, I'm getting picky now)
Will these textures be still available in the HD version ?
NulL, on 03 June 2011 - 08:31 PM, said:
- For better performance in 4.1 as well as future versions, I recommend compiling the BSP and VIS stages with an older version of q3map2, say 'fs_20g, and just compiling LIGHT with Radbummp_4a. The newer bumpy compilers change the way that surfaces are batched, which isn't an issue in future version because the surfaces are all re-batched later, but in 4.1 you end up with far too many surfaces than are desirable.
Ok.
I really thank you for the feedbacks.
This post has been edited by skaz: 03 June 2011 - 09:34 PM