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CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Sun Jul 22, 2012 9:19 am
by CZghost
Opposing Teams, czq3p61ctf1, made from PaN61's level for Team Arena support might be now for Quake Live offline. There are major changes in layout details: Now there are no videoboards, but the advertisement boards, except the advertisement entity inside, that was turned out to worldspawn. I must try the advertisement entity's full working when
cellId set to known number (previously used) with
-game quakelive compile... Also added square adboard at each platform of each base and added floating banners between bases and neutral areas in the center of jumparea... There was the advetisement entity also turned out to worldspawn... This QL rework features also minor items' placement change: added Green Armor in each base, which other entities were kept at the places...
There are some screenshots from editor with (have filtered caulk faces):
#======================================================================#
Image #1: Neutral upper platform, main advertisement banner. Have to add light fixtures as a model...
Image #2: The jumparea, have to add jets to floating ad banner here...
Image #3: Blue Base platform, square advertisement banner have been added...
Image #4: Green Armor in Blue Base, the same is in the Red Base...
Image #5: Railgun platform. Kept 1FCTF and HAR support, Railgun is hidden behind the beam...
Image #6: Runes have been kept, need to find Invulnerability model to load it...
Image #7: "Sensor" behind the advertisement holoboard...
And keep reading:
As the map is for Quake Live offline, I'll also send the map to Quake Live developer team to add the level into online support (the online matches)... If they'll accept the map, you can after that play the map, if you have Premium account. Have no idea, if they'll turn it into standard arena though, but I hope they'll do it...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Sun Jul 22, 2012 9:27 am
by AEon
I don't want to be a spoilsport. But what exactly kept you from compiling the map - it's a box map after all - and post compiled shots. Editor shots should, IMO, only be posted if you are trying to show issues, otherwise compiled shots should always be preferred.
And please turn down the colour of your text to half the saturation, it makes it really difficult to read.
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Sun Jul 22, 2012 10:49 am
by CZghost
Hmm, the map is not finished yet, only needed to show you, how the map looks like, then I'll give you compiled shots and the download link to try it in QL... The map will be IBSPv46, need to test the advertisement lump before I'll compile something like this... When I'll send it to ID, they'll probably turn it into IBSPv47 with the working advertisement lump...
It's a QL rework from my TA level czq3p61ctf1 Opposing Teams, which is remake from PaN61's level p61ctf1 Opposing Force (classic CTF, without the TA support)...
If ID likes the map and adds it to the online pack, you'll be able to play this map with Premium or Pro account... I don't know, they'll turn it into a standard arena, probably not...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Sun Jul 22, 2012 5:28 pm
by CZghost
Wow, haven't used a -game quakelive switch and the map is compiled in QL IBSPv47 format straightly. But it's weird,I just want to try the map, as it's working, and bspc have rejected the bps file with wrong version error... Tried before using the GTK Radiant's q3map2 (using Radiant 1.5), but the compiler rejected the map file, so tried the new q3map2 2.5.17 from Radiant 1.6 and it have compiled it into QL's bsp without the -game quakelive switch... I need to compile also AAS file to test bots in the map, how they're grabbing items and playing, but the BSPC v2.1h and v2.1i have rejected the bsp with wrong version... Well, I'll keep the IBSP version at 47, but need to know the actualy latest bspc version (is it v2.1j?)... Have to compile the map again with q3map2 2.5.16 to get the IBSP v46 for AAS compilation? How ID Software made AAS files for the levels in the QL? With new q3map2 2.5.17? Have it included the aas compile switch? If so, how to call it?
I know it's too questions in one post, but doesn't require help from one person... Just find a question, that you know the solution and post the solution here...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Mon Jul 23, 2012 8:08 am
by CZghost
Quake Live have deleted my opposingteams.pk3 from it's baseq3 folder.
Tell me, how to play the map with this defense action? Have changed the version of IBSP to 46, compiled AAS file, but for the enhance QL deletes exotic pk3's from it's directory... Looks like ID wants we can play only official maps inside Quake Live sites...
But then we cannot make maps for Quake Live and test, how they're working... Looks like ID says: "Want to play your map? Send us and we'll see... If it's possible, purchase a Premium membership and you can play your level after the update..."
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Mon Jul 23, 2012 8:11 am
by EmeraldTiger
CZghost wrote:Quake Live have deleted my opposingteams.pk3 from it's baseq3 folder.
Tell me, how to play the map with this defense action? Have changed the version of IBSP to 46, compiled AAS file, but for the enhance QL deletes exotic pk3's from it's directory... Looks like ID wants we can play only official maps inside Quake Live sites...
But then we cannot make maps for Quake Live and test, how they're working... Looks like ID says: "Want to play your map? Send us and we'll see... If it's possible, purchase a Premium membership and you can play your level after the update..."
You have to set it to read-only for it to work. QL will delete it automatically if you don't.
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Mon Jul 23, 2012 9:55 am
by CZghost
Works, thanks...
Only need to re-compile the map: have too many texture issues + missing skybox...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Mon Jul 23, 2012 4:42 pm
by CZghost
Need to adjust shaders, the map have broken all game assets...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Tue Jul 24, 2012 1:12 pm
by CZghost
Now the levels in QL already contained works witout any visible issue, only my map opposingteams have some shaders broken (light fixtures, launchpads, bouncepads, consoles, glass shader and the skybox)... Skybox is caused missing, other shaders have only base texture, the additive effect textures are ommited (some of the shaders have set ommiting light. They ommit light since the q3map2 have exported the shader light to the lightmap)... To the consoles: they may be translucent and rotate, but they're opaque and are static... Looks like the Quake Live interprets the shaders differently a bit...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Tue Jul 24, 2012 6:41 pm
by j3st3r
Maybe some conflict with QL shaders?
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Tue Jul 24, 2012 7:45 pm
by Eraser
Sounds like an awful lot of work for a map that will never be played.
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Wed Jul 25, 2012 12:16 pm
by CZghost
Base map czq3p61ctf1 (Opposing Teams) is avaible on lvlworld, it's a TA space map based on PaN61's level Opposing Force (p61ctf1), which is only standard CTF...
Maybe I'll make any other Quake Live map, this one seem to be rejected very quickly... Or I'll wait for and will see, if the level can be reproduced into Quake Live online...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Wed Jul 25, 2012 12:20 pm
by CZghost
AEon wrote:And please turn down the colour of your text to half the saturation, it makes it really difficult to read.
Could you tell me your monitor pressets? My LCD monitor shows the text pretty readable, but not too saturated (as your white)... My pressets are set to natural colors...
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Tue Jul 31, 2012 12:30 pm
by Noruen
What are "natural colors"?
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Tue Jul 31, 2012 2:31 pm
by obsidian
Why don't you just do white like everyone else?
And while you're at it, why not simplify your signature? Do you really need to tell people on Quake3World that you post on Quake3World? Generally speaking, images in signatures are really distracting.
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Tue Jul 31, 2012 3:12 pm
by Noruen
obsidian wrote:Why don't you just do white like everyone else?
And while you're at it, why not simplify your signature? Do you really need to tell people on Quake3World that you post on Quake3World? Generally speaking, images in signatures are really distracting.
Some events and facts in our lives will remain mystery.
Re: CZQZP61CTF1 - Opposing Teams now for Quake Live
Posted: Wed Aug 15, 2012 10:36 am
by CZghost
obsidian wrote:Why don't you just do white like everyone else?
And while you're at it, why not simplify your signature? Do you really need to tell people on Quake3World that you post on Quake3World? Generally speaking, images in signatures are really distracting.
Like everyone else? There are couple people with custom text color...