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Alpha Corporation by Pritchard - 19/6/15
This map has taken way too long to finish, but I think it's finally done. After ~1 year of on and off work, Alphacorp (formerly Metric) is now ready to go!
This is a large map, with many complex pathways and 4 different teleports. As a result, it is not recommended to play this map with a small playercount; good luck finding eachother! There is also a ctf version of the map, with the teleports disabled, spawnpoints set up (6 per team) and of course flags.
i gave up on taking good screenshots
Last edited by Pritchard (2015-08-15 10:59:35)
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Good to see some serious Tesseract map and a very nice one at that! The custom skybox seems redundant since you pretty much can't see it from inside the map.
You would probably get much more feedback if you posted it on quadropolis as well.
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I wanted to have a skylight in the map, as well as a sky to see through that skylight. Unfortunately, none of the skyboxes currently included with the game really suited, so I had to get a custom one. Never compromise! or something.
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I've updated the map to combine the CTF and FFA maps into one, including a change to the teleporter style. The map doesn't work properly yet though, I'm hoping to get a way to disable teleports based on gamemode sometime in the future.
Let me know what you guys think of the new teleport style!
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Quick post to announce that "v2" of the map is now available for people to try. Requires the LATEST svn version as of this post, which adds a variable to control teleporter functionality based on gamemode.
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Hey everyone, the map is "done" now! It's available in the nightly builds/SVN version of Tesseract, as well as on Quadropolis! Check it out!
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Cool, dude, will check it out once I get home
Last edited by ImNotQ009 (2015-09-21 06:58:42)
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how do you change the color of the texture? sorry I'm new here. XD
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there are a couple ways depending on how you want to use it.
lets say you want a plain white texture to be red:
simply type vcolor r g b; so vcolor 1 0 0;
so what does this do, it makes a virtual texture (a texture of a texture basically) and then assigns that quad to that texture.
There is a wide list of v commands they all work the same way.
Now lets say there is a texture that is white, but we dont ever want to use the white version of the texture.
So what we can do is simply create a .cfg file with the same name as the map. Then we can define our textures. So it may look something like this.
texture 0 "neib/cooltexture.png"
texcolor 1 0 0
This is a less useful unless you setup your entire config.
chasester
Ps: reading this will help you understand the basics of editing textures.
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What chasester said is pretty much right. For example, I used a lot of vcolor 0.5 0.5 0.5 and vcolor 0.7 0.7 0.7 to get the different shades of grey that i used in the map. Sometimes, I went even darker than that, depending on what I wanted for the area.
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Also, you can go over, I.E, vcolor 1.3 1 1
the v-commands are very powerful, you can also create per texture shader changes if you desire:
vshaderparam "specscale" 0.6
I find it very handy to be able to do this stuff without using the map.cfg. It allows you to edit the shaders directly while still in edit mode within the game.
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awesome! thanks, guys.
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