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scripting maps

More or less everything you want to know about mapping for WildWest.

Moderators: Ringo, wwbiteme, zivs

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Ringo
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scripting maps

Post by Ringo » Sat Dec 10, 2011 10:12 am

hi !


here is a basic explination on scripts vs your map .. some stuff is ET related but ull see that fast enough :)

http://www.kan.org/michael/RTCW/maps/Map_Scripting.htm
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Poncho
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Post by El Poncho » Sat Dec 10, 2011 4:59 pm

Thanks Ringo, this will be helpful getting the script file finished for my map! :D
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Post by Ringo » Fri Dec 23, 2011 9:37 am

any luck with it ? :D
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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El Poncho
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Post by El Poncho » Fri Dec 23, 2011 4:29 pm

Honestly, I haven't touched my map in like 2 weeks. I've been busy with real life trying to get things all done for Christmas.

Speaking of, how can I get my brush count down? I'm pretty amazed that ww_hacienda only has around 6k brushes.... :shock:
-Prior to moving to the Wild West, I was called Bonesetter and had a cool sig like this:
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Post by Ringo » Fri Jan 27, 2012 1:35 pm

well , getting down the brushes usually is a silent killer

depends basicly how u map ... i usually choose the hardway , meaning

- create brushes , select the brush , select a texture and compile and see how it happens
now when approaching a beta level ..
- re-do textures with ctrl s make the textures look better
in this process i re-think walls and stuff that doesnt need to be shown anyway..
- recompile
- retest ( still full bright )

after this session , i begin testing lights , create models if performance still is an issue
if u have an object exmpl a "chair" or a building whatever .. which has a lot of brushwork
i usually extract the object ( with origin inside) as a single map file ( save selection ) import that in ET-MODEL tool and create that as a model , then i rein-insert the object into the map..

like hacienda , all the roofing is made as model to save brushes , as is elpaso where alot of buildings where transformed into models .. however the model inserting , placing and creating takes up ALOT of time ..

using models however is rather fast on the performance ;) but cards nowdays can chunk that easily still , any map should be loadable and playable on a pentium 3 .. :)
WIP : Wildwest ET
WIP : Wildwest_Radar
WIP : Wildwest_Sanmiguel
WIP : Wildwest_Yuma
WIP : Wildwest Jailbreak
WIP : Wildwest_Muerte
WIP : Wildwest_Abby

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