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Scaramanga`s house

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Ruone Delacroix:
From the pictures, the map looks amazing! I hope you get those issues kinked out because I would love to play it very soon.

CCsaint10:
I sent you a PM for testing this beast. Not sure if you got it or not, but I am sure there will be a handful of us to help you out. :) Look forward to seeing it when you get your first version out. :)

Proxie:

--- Quote from: Entropy-Soldier on February 15, 2011, 06:51:57 pm ---I'm sure we would all be glad to help if you described the issue in detail.

--- End quote ---
        ^this

Unless you wish to figure the problem out by yourself, silly Cy.  :-*

The Cy:
I fixed some of the technical problems the last days, but there are quite a few things which confuse me.

1. I always have to write down the command "buildcubemap" in-game, so that the cubemaps will work correctly after restarting the map, right?. but I don“t know what has to be done at the end of the map-progress, so that the cubemaps can be seen forever in the future download

2. kraid told me to pack my own textures via pakrat in the final bsp. should I pack the soundscpae and the music-file in there, too?

3. some confusion about putting the ctk- and the living daylights-tokens into the map. nothing worked fine yet.



killermonkey:
1. Just do buildcubemaps and exit the game. The data is stored inside the BSP, so if you recompile the map it will erase that data, which is why you have to rebuild on every map compile (save Entities Only Compile)

2. Yes, and don't forget to make a 'scripts/music/level_music_[mapname].txt'

3. Use ge_tokenspawn entities for all tokens. The gameplay will find them and place the appropriate tokens there (depending on settings). also place ge_tokenspawn_mi6/janus for team based gameplay in/near the respective team spawn locations.

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