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pit_dm1 for quake Live
Posted: Fri Jul 11, 2014 4:16 pm
by xiripiti
pit_dm1.jpg
Hi guys
This my last map, based on a sketch I did previously, called lol_beta02.
Basically is a map for duel or ffa/ca with no more than 4 players. Small and very open, all important items and areas are easy to reach.
I feel glad with it , but all coments about game flow are wellcome.
Some final textures are allready roughly applied, so the final look will be very near of what u see now.
One question I need to make before the final version: how can I make the levelshot show, while the map is loading?
Re: pit_dm1 for quake Live
Posted: Fri Jul 11, 2014 4:57 pm
by Pat Howard
to create a levelshot
take the desired screenshot (by pressing F11 in game) and grab it from your baseq3/screeenshots folder. rename the screenshot to the same file name as your .bsp file, e.g. pit_dm1.jpg. create a new folder in your pk3 and name it "levelshots". place the screenshot into that folder and you are all set.
for future reference, it is helpful to unzip established authors' pk3s to see how they pack up their maps properly. pk3s are just zip files, so you can change the file extension of any pk3 to .zip and open it right up. alternatively, in your operating system you can set a program like WinRAR to be the default program for opening pk3 files, which is even easier.
i'll check out your map.
Re: pit_dm1 for quake Live
Posted: Fri Jul 11, 2014 5:11 pm
by xiripiti
Pat Howard wrote:to create a levelshot
take the desired screenshot (by pressing F11 in game) and grab it from your baseq3/screeenshots folder. rename the screenshot to the same file name as your .bsp file, e.g. pit_dm1.jpg. create a new folder in your pk3 and name it "levelshots". place the screenshot into that folder and you are all set.
Ty for answer to my question. I allways make things exactly as u say, but never saw the screenshot while loading. Does the jpg needs to have a precise size? I this case my screenshot has 800x600 and 112KB. Hmmm...in fact the folder is named levelshot...without a "s" at end. Makes any difference?
Re: pit_dm1 for quake Live
Posted: Fri Jul 11, 2014 6:02 pm
by obsidian
IIRC, levelshots for Q3 need to be power of 2 sizes... so 512x512 or 256x256. I don't know if QL changed this at all, you can probably take a look at some of the other QL map files.
Re: pit_dm1 for quake Live
Posted: Sat Jul 12, 2014 1:45 am
by Pat Howard
when i try to play your map on quakelive, i get this error. not sure if it's something on your end or mine though.
Code: Select all
Server Disconnected - Unpure client detected. Invalid .PK3 files referenced!
Re: pit_dm1 for quake Live
Posted: Sat Jul 12, 2014 2:19 am
by KittenIgnition
Make sure you're using /devmap and the file is write-protected. There should be no issue then, but I don't know if they changed anything with map loading in the time I've been gone :P
Re: pit_dm1 for quake Live
Posted: Sat Jul 12, 2014 3:07 am
by obsidian
Perhaps also try entering "sv_pure 0"?
Re: pit_dm1 for quake Live
Posted: Sat Jul 12, 2014 3:16 am
by KittenIgnition
obsidian wrote:Perhaps also try entering "sv_pure 0"?
sv_pure can't be set in QL.
Re: pit_dm1 for quake Live
Posted: Sat Jul 12, 2014 11:18 am
by xiripiti
Pat Howard wrote:when i try to play your map on quakelive, i get this error. not sure if it's something on your end or mine though.
Code: Select all
Server Disconnected - Unpure client detected. Invalid .PK3 files referenced!
Something wrong with it, I cant play it on QL server, too. Plz forget this pk3, I will make another.