[MAP] Transmitter Spring


(Tardis) #1

[MAP] Transmitter Spring
*Story:

Civilians manipulated by the Volksempfänger’s propaganda program are resisting the allied forces.
To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for

local receivers.
They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
The Allies also have to rotate the Antenna towards their pirate sender.

// Axis Objective Descriptions
1 “Primary Objective:**Prevent the Allies from building the Bridge.”
2 “Primary Objective:**Don’t let the Allies carry the Modification Kit to the Transmitter.”
3 “Primary Objective:**Prevent the Allies from rearranging the Antenna towards their pirate sender.”
4 “Secondary Objective:**Defend the Grate Door from the Allies.”
5 “Secondary Objective:**Defend the Forward Hut from the Allies.”
6 “Secondary Objective:**Defend the Serpentine Barricade from allied sabotage attempts.”
7 “Secondary Objective:**Stop the Allies from constructing a Command Post in the Forest Hut.**Construct a Command Post!”

// Allied Objective Descriptions
1 “Primary Objective:**Construct the Bridge.”
2 “Primary Objective:**Carry the Modification Kit to the Transmitter-Station inside the Castle complex.”
3 “Primary Objective:**Rearrange the Antenna towards our pirate sender.”
4 “Secondary Objective:**Destroy the Grate Door. Keep the attack rolling!”
5 “Secondary Objective:**Capture the Forward Hut from the Axis. Keep the attack rolling!”
6 “Secondary Objective:**Destroy the Serpentine Barricade to secure the Forward Hut.”
7 “Secondary Objective:**Stop the Axis from constructing a Command Post in the Forest Hut.**Construct a Command Post!”

Objective’s Not listed - Allied

Constuct The Cave Ladder
Destroy The Bunker Wall ( AmmoBunker Side )
Destroy The Tunnel Wall ( Grate Side Only distoyable from one side )

Objective’s Not listed - Axis

Prevent the Allies from building The Cave Ladder
Defend the The Bunker Wall ( AmmoBunker Side )
Defend the The Tunnel Wall ( Grate Side Only distoyable from one side )

Log (public release) Transmitter Spring - (Read Me)


Transmitter Spring 
-----------------
*Start Decompile and Edit - Spring Version - *Edit Author: Tardis - 26-05-2012
*Help From Kemon & Matoes - General Mapping Help  - Matoes Terrain 28-05-2012   

** Edits from Original ** Original Map file not available so decompile was done. 
** May be slight differences **

New Terrain Spring Version - Thanks Matoes
New ladder - constructable  - 18-09-2014 
New Dynamite-able walls for access to other map areas Ammo-Bunker Side & Grate Side. - 18-09-2014
New other rooms opened due to new Dynamite-able walls. - 18-09-2014

* Caulked more non-visible surfaces.
* Slightly improved VIS blocking.
* Caulked a lot more surfaces inside the buildings.
* Changed Command Map skin
* Changed Map photo 
* Rewrote shaders and changed map script.
* added models + clips - 18-09-2014
* added game_models for *black hack* (thanks Kemon) + clips - 18-09-2014
* added lighting ** May be slight differences due to decomplie ** - 18-09-2014
* added in new sound files for news aswell as for the cave ladder ** - 02-10-2014
* improved more VIS and no more calk showing on textures added more lightblock ** - 05-10-2014
* changes some texture facing (Mirror Image Thanks Kemon) ** - 19-10-2014 

*Compile times:
BSP	- 45 seconds elapsed
VIS 	- 59 seconds elapsed
LIGHT	- 1133 seconds elapsed

Other Help
darkness_sky - Avoc
rayban textures/ follage - refrance also radar refrance for follage.
Splash Damage and WarChest Forums

log Original Map (public release)


-----------------------------------------------------------------------------------------------------------------------
** Original Map **

Transmitter Final
-----------------
Release Date: 15-10-2004

*Story:

Civilians manipulated by the Volksempfänger's propaganda program are resisting the allied forces.
To break the resistance, Allies have to overtake a local Transmitter, which is amplifying the master-signal from Berlin for 

local receivers.
They have to manipulate the transmission-frequency by installing a radio Modification Kit on the Transmitter.
The Allies also have to rotate the Antenna towards their pirate sender.

*Authors:

heeen (until Beta2)
MindLink
thegnat - thegnat@gmx.de or at the SD Forums (www.splashdamage.com)

*Creation time:
AUG 2003 - OCT 2004

*Compile times:
BSP	- 206 seconds
VIS 	- 687 seconds
LIGHT	- 11668 seconds

*Contact:

dbjones80@sky.com (Tardis) or at the SD Forums(http://forums.warchest.com)

*INSTALLATION:

transmitter_spring.pk3	goes to "/etmain" folder


*Objectives:

ALLIES
------

- Construct the Bridge.
- Carry the Modification Kit to the Transmitter-Station inside the Castle complex.
- Rearrange the Antenna towards our pirate sender.
- Infiltrate through the Tunnel Grate.
- Capture the Forward Hut from the Axis.
- Destroy the Serpentine Barricade to secure the Forward Hut.
- Stop the Axis from constructing a Command Post in the Forest Hut.

AXIS
----

- Prevent the Allies from building the Bridge.
- Don't let the Allies carry the Modification Kit to the Transmitter.
- Prevent the Allies from rearranging the Antenna towards their pirate sender.
- Defend the Forward Hut from the Allies.
- Defend the Serpentine Barricade from Allied sabotage attempts.
- Stop the Allies from constructing a Command Post in the Forest Hut.

*Comments:

[IMPORTANT NOTE]

Serveradmins might raise their HUNKMEG configuration. In some cases, the server may crash with custom maps. oO? Ours 

didn't.
Hunkusage of Transmitter (may vary): 49.689.216 Byte (Client) 45.419.616 Byte (Server)

[/IMPORTANT NOTE]

This map is not built with competitive gaming in mind. Its built for public fun.
So please, don't start moaning that it might be unbalanced. We tried to balance it as good as possible, providing 

alternative routes.
IT'S NOT MADE FOR COMPETITION - USE AT YOUR OWN RISK! ;]

*Credits:

- n0lame Community for the massive testing since the Alpha-stage of the map 2003, especially nodgam. ;]
- Sock, ydnar, digiBob for providing so much help and tips. Thank you guys! :]
- Bloodstain for the cool Voice Overs - they rock! ;>
- ForumDamage members for providing Beta feedback and some useful hints and tips
- Tamara "Ophelia" Crossley (mreff@javanet.com) for the angel statue model
- Robbie "Arcana" Powell (arcana@fantaseum.com) for the tombstone models
- MrLego for the hint with the objective icon
- evillair for the disclaimer ;)

*Changes since Beta2:

- Forest Hut spawn fixed (now available: 16 spawns for Allies when Commandpost constructed)
- Forward Hut spawn is Allied only, when the Serpentine Barricade is destroyed
- The raiseable Backdoor is now also destroyable with dynamite
- Moved the Antenna Control Room from the top to the 1st floor
- Added a small flag at the tower that indicates in which direction the Antenna is arranged (Axis/Allies)
- Added a third route to the Antenna Controls (small rounded staircase at the back)
- Added 10 second countdown when Allies accomplished both objectives to give Axis a piece of hope ;]
- "One Man Show" at the Caveladder is a bit harder now. :] (:P+thx p0ny*)
- Changed position of the Allied Castle MG42 to cover the small bridge and the Backgate
- Added ruins in front of the castle to give Allies a bit more cover
- Many details + look&feel stuff added/improved, new custom textures added


*********************-DISCLAIMER-************************
* This level may be electronically distributed only at  *
* NO CHARGE to the recipient in its current state, MUST *
* include this .txt file, and may NOT be modified IN    *
* ANY WAY. UNDER NO CIRCUMSTANCES IS THIS LEVEL TO BE   *
* DISTRIBUTED ON CD-ROM (or other media) WITHOUT PRIOR  *
* WRITTEN PERMISSION.                                   *
*********************************************************

All credits goes to heeen (until Beta2) ,MindLink ,thegnat - thegnat@gmx.de or at the SD Forums (www.splashdamage.com), the makers of Transmitter.

Map Download

http://dbjonescomputers.co.uk/et/transmitter_spring.pk3

Waypoints Download

http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/transmitter_spring.gm
http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/transmitter_spring.way
http://svn.assembla.com/svn/omnibot/Enemy-Territory/0.8/et/incomplete_navs/priority_maps/transmitter_spring_goals.gm

Screenshots


(Mateos) #2

Nice work :slight_smile: To my taste maybe the ambient lighting is a bit high for a night skybox, but isn’t a major issue ^^ A good refresh to this classic!

(shot0012 is 404)


(Tardis) #3

Thanks - Mateos

I did enhance the screenshots using Canon’s image garden (my printer/scanner program) so it was more visible on the web but game play may be different.

Try shot0012 now :wink:


_blocksize 1024 1024 1024

_mingridlight  14

_minlight  4 

_minvertexlight 5

classname worldspawn

enableBreath 1

gridsize 128 128 256

mapcoordsmaxs 6976 -8512

mapcoordsmins -3264 1728

spawnflags 8 


Radar has a value of _mingridlight 18

Just noticed there is no ambient :mad: :eek::eek::confused: :o:o


(Mateos) #4

_minlight does roughly the job of ambient; enableBreath was used for snow, but isn’t “working” (it’s part of surfaceparm snowsteps).

Also the lighting I was referring to may be from the skybox shader itself

Strange map coords are not squared, but since you don’t have to regenerate a tracemap it’s fine ^^

Edit: regarding shot0012, it feels weird the whole room got red with a single and little wall light ^^’ I can’t check the original one at work but I don’t remember the corridor to be that much red


(Tardis) #5

Thanks - Mateos

don’t forget there enhanced screenshots :wink:

maybe its a bit to red …


Red Light’s


_color 1.000000 0.274510 0.274510

classname light

light 80

fade .3

darkness_sky - shader


/////////////////////////////////////////////////////////////////////
// FROZEN SKY - BY AVOC @ eft-clan.com
// If you wish to use this sky, please leave this part in the shader
// or give proper credit in the readme
// Rendered by Paul aka Scary - paul@dumpendiezooi.nl
/////////////////////////////////////////////////////////////////////

textures/darkness_sky/darkness_sky
{
	qer_editorimage textures/darkness_sky/editor.jpg
	
	skyParms textures/darkness_sky/darkness_sky 2048 -

	q3map_sunExt 0.68 0.68 0.90 200 250 50	// R G B Intensity Angle Pitch


	q3map_skylight 100 4                    //amount iterations
	q3map_noFog
	
	surfaceparm sky                         //flags compiler that this is sky
	surfaceparm noimpact
	surfaceparm nolightmap
	surfaceparm nodlight
	nopicmip
	nomipmaps

}

textures/darkness_sky/darkness_sky_antiportal
{
	qer_editorimage textures/darkness_sky/editor.jpg
	qer_nocarve
	qer_trans 0.30
	surfaceparm antiportal
	surfaceparm nodraw
	surfaceparm nonsolid
	surfaceparm structural
	surfaceparm trans
	nocompress

   	q3map_lightimage textures/darknes_sky/skylight.tga
	q3map_sunExt 1.00 0.9 0.45 100 250 20 2 16
	q3map_lightmapFilterRadius 0 160
	q3map_skylight 50 5

	skyparms textures/darkness_sky/darkness_sky 2048 -
}

I Will update this for the fix list for the final version. just need some ideal values :wink:

List so Far -


Lowed the red light's to a value of 60
added ambient to worldspawn  value of 16 
removed enableBreath form worldspwan


(Mateos) #6

Regarding the light, I can’t check the vanilla maps for red lights, but opening the source of Fuel Dump in VS (Notepad++ crashes ^^’) and looking for _color 1.000000 for a light entity was often at 50 for the light key

Intensity of 200 for q3map_sunExt is too high, you may check the value of the skybox of Quotidian :slight_smile: May be using q3map_sun, but deprecated, easily adaptable (see the notes below the directive explanation):
http://q3map2.robotrenegade.com/docs/shader_manual/q3map-global-directives.html#q3map_sunExt


(FAQIS) #7

nice to see a new version of this beautiful map, very good.


(twt_thunder) #8

And maybe bring in some mountain texture? Was very much grass… Keep it up:D


(FAQIS) #9

during the testing did I find missed textures…


and I got the ordinary winter version also.

please fix this hurry :smiley:


(zbzero) #10

Amazing job Dan!!

i will a test soon as possible my friend!!!

Finaly you release it!!

Regards,

Rod.


(Tardis) #11

[QUOTE=FAQIS;512560]during the testing did I find missed textures…


and I got the ordinary winter version also.

please fix this hurry :D[/QUOTE]

This screenshot is from a new install of ET so something maybe on your end
can you do a condump via your console and send me the text file please

  • drop the console type
/condump filename.txt

this filename should be inside your etmain.

:confused:

[QUOTE=zbzero;512563]Amazing job Dan!!

i will a test soon as possible my friend!!!

Finaly you release it!!

Regards,

Rod.[/QUOTE]

Thanks Rod appreciated :cool:


(Mateos) #12

From a fresh install I also have missing textures, here’s the condump:

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stitched 42 LoD cracks
...loaded 13209 faces, 535 meshes, 718 trisurfs, 0 flares 252 foliage
LOADING... entities
LOADING... game media
LOADING...  - textures
WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm
WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm
LOADING...  - models
LOADING...  - weapons
LOADING...  - items
LOADING...  - inline models
LOADING...  - server models
WARNING: R_FindImageFile could not find 'textures/transmitter/transmitter_objective.tga' in shader
'transmitter/objective'
Shader transmitter/objective has a stage with no image
LOADING...  - particles
LOADING...  - classes
LOADING...  - game media done
LOADING... flamechunks
LOADING... clients
*** You have been authorized "referee" status ***
Type: ref (by itself) for a list of referee commands.
CL_InitCGame: 15.50 seconds
Com_TouchMemory: 0 msec
]/condump
usage: condump <filename>
]/condump transmitter_spring.txt
Dumped console text to transmitter_spring.txt.

(Tardis) #13

my bad :(- Just found why my install had no yellow boxes DOH ! I defiantly going senile :eek:

  • Thanks Chris will get update soon .

  • How to fix this - WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm
    WARNING: reused image levelshots/transmitter_sp_cc.tga with mixed glWrapClampMode parm

Does any one have any more missing textures or warning’s ?


(Mateos) #14

These warnings are normal, this is because you re-used what is supposed to be the command map and the pic preview in the map itself; Same thing on Gold Rush because of the Europe map at the Axis spawn.


(Tardis) #15

Quick Update - removed the version that is on my web-space should of tested this more before I put it up :mad: :eek:

any how you will find a new update on there - at 20:00 GMT 20/10/2014
WARNING ! ! WARNING ! ! WARNING ! ! WARNING ! ! Please delete your old transmitter_spring.pk3

before you get the new one I have does this because there has only been 150 views and its not on wolffiles or splatterladder & trackbase as yet
so I don’t see the point renaming the PK3 .

http://dbjonescomputers.co.uk/et/transmitter_spring.pk3


(zbzero) #16

cant download the map Dan!

Link point to no file


(Tardis) #17

[QUOTE=Tardis;512580]

any how you will find a new update on there - at 20:00 GMT 20/10/2014

http://dbjonescomputers.co.uk/et/transmitter_spring.pk3[/QUOTE]

:cool::tongue:


(macbeth) #18

just curious about the hunkmegs
cuz the transmitter version we know many players had to modify they hunkmegs for at least 128
so did your version will not cause this problem anymore
big thanks to still mapping for ET


(Tardis) #19

[QUOTE=macbeth;512600]just curious about the hunkmegs
cuz the transmitter version we know many players had to modify they hunkmegs for at least 128
so did your version will not cause this problem anymore
big thanks to still mapping for ET[/QUOTE]

I think hunkmegs 128 should be fine as its just a edit of the original , I have not tested this area as mine and other testers have there set there on hunkmegs 256 - server forced .
so let us know thanks :wink:


(macbeth) #20

thanks but I know many guys have no idea about what is for hunkmegs and very sad than hunkmegs is players side …so cant force them servers sides like we canforce somes other cvars