christmas map pack?

Like such as the NIPPER
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NIPPER
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Post by NIPPER » Sat Dec 16, 2006 3:07 pm

I'm going to work in about an hour and won't be back until 10ish. So Ape if Gr¦m and boo post their updates go ahead and upload them to the server. I also need a .res for my two maps and one for bobjones.

Also feel free to generate a nav for boo's map.

We should be good to go and hopefully I can have the mappack on my website by sunday night.

This is what I have for the readme:
Another holiday mappack from the mapmakers of forums.joe.to.

The pack includes:

xmas_j2eve by HomicidalApe
de_icehouse by Bobjones
de_xmas_hotel by Dr.Boo
dm_jolly by mRgRiM
xmas_lodge by NIPPER
xmas_nipperhouse by NIPPER


Mappack logo by mRgRiM, and made the Halloween one too :p
Let me know if I should add anything.
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Post by Dr.Boo » Sat Dec 16, 2006 3:08 pm

Mind of I upload my map in a few hours? The compilation lasts +/- 1 hour and I have to go out. I can only upload it in a few hours.
Is that a problem?

EDIT: It's a spawnpoint that I forgot to delete... meaning I have 17 T spawns. Is that really a problem?

EDIT: nvm I'll delete and recompile anyways
Last edited by Dr.Boo on Sat Dec 16, 2006 3:15 pm, edited 2 times in total.
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Post by NIPPER » Sat Dec 16, 2006 3:11 pm

No problem just please, before you upload, check the map out yourself and make sure all the cubemaps and the textures and all that stuff is good ;)
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Post by mRgRiM » Sat Dec 16, 2006 3:39 pm

http://www.uploading.com/files/XADIPTW9 ... y.zip.html
Sorry, stupid upload site.

10 spawns per team.

Give me some criticism on this, because I can compile this again very quickly.

And I used pakrat on this for the first time, tell me if I did it correctly.

Is a .nav required?
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Post by NIPPER » Sat Dec 16, 2006 3:50 pm

16 spawns per team :ahhh:
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Post by mRgRiM » Sat Dec 16, 2006 3:52 pm

Whooohoho, alright I'll try.
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Post by NIPPER » Sat Dec 16, 2006 4:00 pm

hold on, I just checked it out.

You are missing a texture:
Image

Then you need to place some env_cubemap s in the map. Your map won’t require them to be very precisely placed but you need some to at least get rid of the glowing gun effect.

Create a game (listen server) and in console type "buildcubemaps". Then disconnect, go to your video settings and turn HDR off. Create a game (listen server) and in console type "buildcubemaps" again. Bspzip everything, name your readme.txt dm_jolly.txt and put it in the maps folder. Reupload!

Also, use snowfall instead of snow for func_precipitation. And the 16 spawns per team like I said.

cubemaps link: http://www.fpsbanana.com/tuts/2001
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Post by mRgRiM » Sat Dec 16, 2006 4:31 pm

So yeah, I do buildcube maps in console and get this :
Creating default cubemaps for env_cubemap using skybox office...

Do I wait for that to complete or something or do I just go on to the next step.
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Post by HomicidalApe » Sat Dec 16, 2006 4:46 pm

don't worry about that, it finished. after you see the flashing images in the upper left it's done all it needs to do with buildcubemaps. just do it once with and once without hdr enabled like nipper said. changes won't take effect till you restart cs.
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Post by Dr.Boo » Sat Dec 16, 2006 5:54 pm

mRgRiM wrote:So yeah, I do buildcube maps in console and get this :
Creating default cubemaps for env_cubemap using skybox office...

Do I wait for that to complete or something or do I just go on to the next step.
You will immediately see if the buildcubemaps worked or not. The texture should look way better.
I'm uploading my map as we speak. It should be up in 5min 30seconds. Hold on for the link

EDIT: here it is. I checked if the cubemaps were build correctly, checked the textures and models, checked for invalid spawnpoints, etc. The only thing I couldn't do, is add more ammo to the guns in the secret room... too bad :)

http://users.pandora.be/b222004/csmaps/ ... final2.zip
Last edited by Dr.Boo on Sat Dec 16, 2006 6:01 pm, edited 1 time in total.
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Post by mRgRiM » Sat Dec 16, 2006 5:59 pm

Alrighty, try this.

http://www.uploading.com/files/V98UXWJC ... y.zip.html

Theres a invalid ct spawn, but when I go to the coordinates, theres nothing there, could It be ignored? All the rest of the 16 ct spawns work.
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Post by HomicidalApe » Sat Dec 16, 2006 8:26 pm

Gr¦m you didn't build cubemaps!? if you changed the name of the map after you built cubemaps it would fuck things up.

having 15 spawns on ct is ok i guess but if you can fix the invalid one, it should be pretty obvious which one is sticking in a wall, floor, or through another spawn or something.

boo's is a-ok.
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Post by Deski » Sat Dec 16, 2006 9:05 pm

damn it! theres a whole hour before testing!!! i want to test damn it!!!!
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Post by mRgRiM » Sat Dec 16, 2006 9:08 pm

Well, the bsp I uploaded had around 24 textures that were named stuff like c982_-18_-34.vtf.

But I guess I'll try again.
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Post by Jason » Sat Dec 16, 2006 9:22 pm

Oh holy crap TODAY is saturday. Where the f am I.
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