Tremulous Forum
Media => Mapping Center => Topic started by: SM00F on October 21, 2007, 01:06:00 am
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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!
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ORLY @ Attempted Copy
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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. ;)
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Decompiling maps is a pretty much useless idea. Alot of the stuff isn;t even decompiled.
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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. ;)
Ok... I Will Try Both... Though i'll try q3map first ;-)
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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.
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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.
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it's shame for a GPL game to have it's 'most popular'(understand "it's being on most servers") map's source private
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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.
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I 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.
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Im just wondering how the laser walls were made with 3 texturwes, I cant get it right, does anyone knbow how?
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Im just wondering how the laser walls were made with 3 texturwes, I cant get it right, does anyone knbow how?
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
}
}
?