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Download
saberpeakSource.zip (1.5 MB)
Here
you can download the source files for the map. I am releasing these files so they can be used by
anyone for learning or level editing.
You are free to distribute and use any portions of these files as prefabs
in your own maps, as long as the final product is made available free to
the public. There is only one very important condition:
IF YOU MAKE ANY CHANGES TO ANY CONTENT THAT IS LOADED WHEN THE
GAME RUNS (I.E. CONTENT THAT IS NOT COMPILED SUCH AS TEXTURES, SHADERS OR MD3 MODELS),
YOU MUST RENAME YOUR VERSIONS SO THAT NO NAME CONFLICTS OCCUR BETWEEN YOUR VERSIONS AND THE ONES IN
SABERPEAK.
For example if you make changes to a texture, you need to rename it (or put it in a different path).
The reasons for this have to do with the way files names are handled by
the quake engine.
As long as you follow this rule you are free to make any changes you want
including releasing different versions of the map. Many people have
asked me for smaller versions of the map better suited for clan play(for
example just the resort area). You are more than welcome to modify the
map and release different versions of it. But again don't use the word saberpeak at the
beginning of your map name (for example saberpeak_small or saberpeak_3vs3) for the reasons
outlined above.
Note also that all the .ase models can be opened with a text editor if you want
to change the shaders/textures used on them.
Disclaimer: Use these files at your own risk. Although I tried to make the
brushwork as efficient as possible, due to time constraints, some times the
rule of "As long as it works it's good enough" was applied.
INSTALLATION AND USAGE:
Place the contents of each directory in the respective directories in your
etmain folder. You also need to download
saberpeak_final.pk3
to get the complete list of textures, shaders and model files. Any files already in
saberpeak_final.pk3 were not included in this zip.
Detailed installation instructions:
MAP:
Place saberpeak.map in your etmain/maps folder.
TEXTURES: Place the SaberPeak_editor and the common folders in your etmain/textures
folder. If you already have a common folder in your textures directory just copy
the contents of the folder.
MODELS: Place the saberpeak_ase folder in your etmain/models folder.
SHADERS: Place the CONTENTS of the common.txt file in your common.shader file in
your etmain/scripts folder. You can open the common.shader file with any
text
editor (for example Notepad). If you already have shaders with the same names
in your common.shades file you may safely replace them with the ones in
the
common.txt file that comes with this zip as they give the same results.
PCX :
Place the file called saberpeak.pcx in your etmain folder.
EASYGEN: I have also included the original easygen file used to generate the
terrain called
saberpeak.eng. Note that this file is included purely for reference, as the terrain
was heavily modified in radiant later on. If you want to see what was left of the
original easygen terrain select the easygenTerrain func_group in
radiant (the
"floor" of the resort area is also part of the easygen terrain.)
To use it place easygen.eng anywhere you want and open it with easygen.
Then do import Alphamap and import the saberpeak.pcx file.
It shouldn't be very hard to assign the appropriate texture to each color
to get
the right texture distribution for the terrain. Just use the map as a reference.
.pk3:
Also don't forget to download
saberpeak_final.pk3
and place it in your etmain
folder.
If you follow these steps correctly, you should see no brushes or models with
the "SHADER NOT FOUND" or the "SHADER IMAGE MISSING" texture on them when you load the map in radiant.
COMPILING NOTES:
This map requires q3map2 2.5.14 or later to compile correctly.
The compile options used during compilation were as follows:
BSP: -meta
VIS: -vis
Light: -gamma 2 -compensate 4 -patchshadows -external -lighmapsize 512 -samples 3 -shade
NOTE: The lightmaps were modified in photoshop after compile to remove some
unwanted shadows in certain areas. This is why if you compile the map with the above options
it might not match exactly the version in saberpeak_final.pk3
DON'T REINVENT THE WHEEL. USE, REUSE, AND THEN USE AGAIN.
If you need additional information about models such as tag
locations, animation frames or the original max files feel free to
contact me.
All map content was created using Radiant, easygen, 3dMax, and Photoshop
7. Sounds created using cooledit Pro and fuity loops.
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