HELLO ALL!
i need a atcs.map from the atcs.bsp, as i want to see how the well designed map was made, and base some functions of my own map off of that...
thanks!
ORLY @ Attempted Copy
I could tell you to decompile it using q3map, but I wont.
Just ask the author if you can have it. I'm sure he's not a big fat guy sitting on his couch waiting to give you a hard time. ;)
Decompiling maps is a pretty much useless idea. Alot of the stuff isn;t even decompiled.
Quote from: JohnppI could tell you to decompile it using q3map, but I wont.
Just ask the author if you can have it. I'm sure he's not a big fat guy sitting on his couch waiting to give you a hard time. ;)
Ok... I Will Try Both... Though i'll try q3map first ;-)
If you're new, I wouldn't suggest decompiling. Well, first you have to get around the script(I had trouble with this. :p), then you have to fix everything that would have gotten muffed on the decompile.
Textures are always screwed up, and brushes are everywhere. I wouldn't suggest a decompile. I would suggest asking the author of ATCS for the .map file.
To make an analogy, compiling is like making a sausage from a pig. Decompiling is like making a pig from a sausage. You're better off just starting over.
it's shame for a GPL game to have it's 'most popular'(understand "it's being on most servers") map's source private
It's not a shame, it's pure luck.
I for one would not like to download gazillion clones just because some moron decided to modify it.
Quote from: CavemanI for one would not like to download gazillion clones just because some moron decided to modify it.
Absolutely. Hollowed cube spam is bad, ATCS clone spam is worse.
Im just wondering how the laser walls were made with 3 texturwes, I cant get it right, does anyone knbow how?
Quote from: ShadowNinjaDudeManIm just wondering how the laser walls were made with 3 texturwes, I cant get it right, does anyone knbow how?
Quote from: Atcs.shader
textures/atcs/force_field_s
{
qer_editorimage textures/atcs/force_field_gtk.tga
surfaceparm trans
surfaceparm nomarks
surfaceparm nolightmap
cull none
{
map textures/atcs/force_field.tga
tcMod Scroll .1 0
blendFunc add
}
{
map textures/atcs/force_grid.tga
tcMod Scroll -.01 0
blendFunc add
rgbgen wave sin .2 .2 0 .4
}
}
?