img821.imageshack....combsofhell.png
www.megaupload.com/
Edited 108.96 days after the original posting.
Edited 147.94 days after the original posting.
Edited 221.39 days after the original posting.
Preview of the upcoming version.
However an alternative route to playing a map without bots but fighting is that I play it in the Hunt mod. The monsters in that mod spawn without the need for bots.
Its really nothing to worry about too much. But if its not supposed to make things harder to see and only to add to the ambiance, then you might want to increase the range of sight you have while in it.
You can check my Quake3World GTK Radiant 1.5.0 Problems thread for more information about the problems I had which is the exact same one as you are having right now: www.quake3world.co...m/viewtopic.php. If you don't know how to make a .shader file you can always contact me by email (PaN61_Q3A@hotmail.com) and I can send you my P61CTF1 Texture Pack which includes the .shader file but you must read the P61CTF1 Texture Set.txt before you start fiddling around with the .shader and textures.
Satang Fang #7:
This is why Bot-Support is important in maps, you can play with them with as much fun as you can with real players and you can set the level on your own playing level you want with them if there are new players starting this game experience with Quake 3 Arena. Even though I'm an experience player (Hence completing all Single Player arenas on Nightmare), I still enjoy playing against bots for the reasons I gave in the paragraph above.
PaN61
Edited 15.02 minutes after the original posting.
Create a new fog shader. Add this to your shader file:
textures/catacombsofhell/fog
{
qer_editorimage textures/sfx/fog_green.tga
surfaceparm trans
surfaceparm nonsolid
surfaceparm fog
surfaceparm nolightmap
fogparms ( .211 .231 .094 ) 250
}
That's the fog shader you're currently using, renamed. Just change the fog in the editor to that shader name. Now you can edit it to how you want. Take a look at the fogparms:
fogparms ( <red> <green> <blue> ) <distance to opaque>
You can edit the color and the density of the fog. Higher values for distance to opaque will increase the range of sight.
The way I find the most suitable color is by finding a color in Paint Shop Pro, dividing the RGB values by 255 and adding them to the shader. You could also use a site like www.maxi-pedia.com/rgb+color+picker to find the right RGB values for you.
As for bot support, I managed to compile an AAS without issue. Copy your bsp file to the folder your bspc.exe is in, create a new txt file, add this to it:
bspc -bsp2aas catacombsofhell.bsp
pause
Save the file, rename it to a .bat extension, run it.
Edited 26 seconds after the original posting.
img137.imageshack....6/shot0007u.png
img842.imageshack....2/shot0008n.png
BSPC version 2.1h, May 6 2001 16:15:03 by Mr Elusive
bsp2aas: CatacombsofHell.bsp to CatacombsofHell.aas
-- Q3_LoadMapFromBSP --
Loading map from CatacombsofHell.bsp...
creating planar surface planes...
searching visible brush sides...
0 brush sides1958 brush sides textured out of 3930
Entity 0, Brush 16: duplicate plane
Entity 0, Brush 30: duplicate plane
Entity 0, Brush 52: duplicate plane
Entity 0, Brush 176: duplicate plane
Entity 0, Brush 188: duplicate plane
Entity 0, Brush 196: duplicate plane
Entity 0, Brush 196: duplicate plane
Entity 0, Brush 1043: duplicate plane
Entity 0, Brush 1045: duplicate plane
-------- Brush CSG ---------
3762 original brushes
2931 output brushes
-------- Brush BSP ---------
2931 brushes
19342 visible faces
0 nonvisible faces
25238 total sides
Win32 multi-threading
1 threads max
depth first bsp building
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
90099 splits
12523 KB of peak total bsp memory
BSP tree created in 24 seconds
------- Prune Nodes --------
65564 pruned nodes
---- Node Portalization ----
24535 nodes portalized
1993 tiny portals
4397 KB of portal memory
10091 KB of winding memory
------ FloodEntities -------
WARNING: entity reached from outside
leaked
BSPC version 2.1h, May 6 2001 16:15:03 by Mr Elusive
bsp2aas: CatacombsofHell.bsp to CatacombsofHell.aas
-- Q3_LoadMapFromBSP --
Loading map from CatacombsofHell.bsp...
creating planar surface planes...
searching visible brush sides...
0 brush sides1958 brush sides textured out of 3930
Entity 0, Brush 16: duplicate plane
Entity 0, Brush 30: duplicate plane
Entity 0, Brush 52: duplicate plane
Entity 0, Brush 176: duplicate plane
Entity 0, Brush 188: duplicate plane
Entity 0, Brush 196: duplicate plane
Entity 0, Brush 196: duplicate plane
Entity 0, Brush 1043: duplicate plane
Entity 0, Brush 1045: duplicate plane
-------- Brush CSG ---------
3762 original brushes
2931 output brushes
-------- Brush BSP ---------
2931 brushes
19342 visible faces
0 nonvisible faces
25238 total sides
Win32 multi-threading
1 threads max
depth first bsp building
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
two tiny brushes
90099 splits
12523 KB of peak total bsp memory
BSP tree created in 24 seconds
------- Prune Nodes --------
65564 pruned nodes
---- Node Portalization ----
24535 nodes portalized
1993 tiny portals
4397 KB of portal memory
10091 KB of winding memory
------ FloodEntities -------
WARNING: entity reached from outside
leaked
Looks like you have 9 brushes that share the same axis plane to other brushes which will increase the BSP and AAS files compile time than if you didn't have them. It also seems that you have a leak in your map which might be caused by entities outside of the hull (Void) or you have a location which is not sealed off from hull (Void) of the map.
I'm not a professional at map making but these might be the causes I've analyzed in your BSPC compile log.
PaN61
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