Author Topic: ATCS.map needed!  (Read 6058 times)

SM00F

  • Posts: 4
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ATCS.map needed!
« on: October 21, 2007, 01:06:00 am »
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!
-SM00F

Death On Ice

  • Posts: 1287
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ATCS.map needed!
« Reply #1 on: October 21, 2007, 01:59:44 am »
ORLY @ Attempted Copy

Johnpp

  • Posts: 142
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ATCS.map needed!
« Reply #2 on: October 21, 2007, 03:42:16 am »
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. ;)

Thorn

  • Guest
ATCS.map needed!
« Reply #3 on: October 21, 2007, 06:20:34 am »
Decompiling maps is a pretty much useless idea. Alot of the stuff isn;t even decompiled.

SM00F

  • Posts: 4
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ATCS.map needed!
« Reply #4 on: October 21, 2007, 06:35:36 am »
Quote from: "Johnpp"
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 ;-)
-SM00F

Johnpp

  • Posts: 142
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ATCS.map needed!
« Reply #5 on: October 21, 2007, 07:02:00 am »
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.

Taiyo.uk

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ATCS.map needed!
« Reply #6 on: October 21, 2007, 08:16:53 am »
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.

epsy

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    • Armagetron Advanced!
ATCS.map needed!
« Reply #7 on: October 21, 2007, 03:13:16 pm »
it's shame for a GPL game to have it's 'most popular'(understand "it's being on most servers") map's source private
Warning: All opinions expressed in my posts are mine and mine alone. Any connection to any group I am affiliated with - be it the ArmagetronAd Developers or any other group, is purely coincidental unless otherwise expressly stated. Don't be a dolt when you read my posts, as they *may* require some brainpower and thinking (also purely coincidental). Any opinion in my posts not expressed by me are purely figments of your imagination and will be dealt with accordingly.
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Caveman

  • Guest
ATCS.map needed!
« Reply #8 on: October 21, 2007, 03:54:53 pm »
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.

Taiyo.uk

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    • Haos Redro
ATCS.map needed!
« Reply #9 on: October 21, 2007, 04:17:31 pm »
Quote from: "Caveman"
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.

ShadowNinjaDudeMan

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    • Tremopolis
ATCS.map needed!
« Reply #10 on: October 21, 2007, 10:02:32 pm »
Im just wondering how the laser walls were made with 3 texturwes, I cant get it right, does anyone knbow how?
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Survivor

  • Posts: 1660
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ATCS.map needed!
« Reply #11 on: October 21, 2007, 10:07:30 pm »
Quote from: "ShadowNinjaDudeMan"
Im 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
   }
}

?
I’m busy. I’ll ignore you later.