I suppose I should write more stuff here, since that's what blogs are for.
Today (about 10 minutes ago), I talked to Shio, who is a mapping GENIUS, and super über pro defragger, about the problems I'd been having with Quake Live maps. What had happened was, some entities on ironworks and furiousheights were "mis-linked" to their targets, and others were changed. For example, one of the jumppads on ironworks was changed from trigger_push to trigger_teleport, and linked to one of the tele_dest entities. I wasn't sure what the cause of this was, but after talking to Shio for a bit, I had an idea: it was because the entities were linked to other entity numbers (example: entity 45, a trigger_push, was linked to entity 120, a target_location), and I had changed the advertisements from advertisement to func_static, which rearranged the list. This means that entity 45, which was previously linked to entity 120, was now linked to entity 118, which was "pushed up" 2 positions because I had changed 2 advertisements.
This made a whole lot of messes, and the ads didn't even work, which made it almost completely fruitless. But in the end, I was right, and justice prevailed once again.
What this all means is that I now know everything I should need to know to convert maps from QL to Q3, without any flaws (aside from Team Arena maps, which I don't want to keep the entities for because they create errors, and nobody plays TA anyway). Fully-functional advertisements, shaders, entities, and lights. A lot of this is because Shio is such a genius and is awesome. He showed me the -onlyents trigger, and sort-of showed me how to use it (I figured out how to use it literally 10 seconds before he told me how to use it, and we had both come to the same conclusion), and let me brainstorm by spamming him in IRC.
Enough ass-kissing: I'm going to be working on some more maps over the next few days. Toxicity and Reflux will probably be next. I might even make "fps" versions of the ones with intense shaders, like Siberia's snow, that don't have any of those details. The only downside is that they won't work on pure servers, and they might even require different bsps (if I remove the func_static on Sibera, I would have to make a new bsp, but if I only change the shader, it might not work as it should).
Here are some download links, plus some bonus fun stuff:
Furious Heights
Siberia
Ironworks
BONUS:
A broken/buggy version of Furious Heights
A broken/buggy version of Ironworks
Confetti Siberia override shader
Play more promode ;)
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