| Editing Wolfenstein: Enemy Territory Splash Damage's official support and discussion forum for Level Design in Wolfenstein: Enemy Territory. |
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#1 |
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Junior Member
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Hi All,
I hope this will be the final release of the map. download link: http://files.filefront.com/powcamp+b.../fileinfo.html Summarizing the changes of beta 5 and beta 4.... ENHANCEMENTS/Bug Fixes/changes in beta 5:.. - textures and shaders remapped to prevent conflicts with other maps - textures compressed to decrease map package size - ruin added to partially cover bridge 'build box' and give allies some cover - contestable flag not capturable until camp main gate is opened - canopy added to spawn flag - paths added in admin and final area - more vis blocking for faster graphics - some structural and cosmetic tweaking of spawns and other areas - signage added to indicate flag and wall from sonderspawn - signage added to indicate on/off of gas control - sound tweaking - final package size decreased from 20MB to 14MB (should be able to run with default HunkMegs setting) ENHANCEMENTS/Bug Fixes/changes in beta 4:.. - STRUCTURAL REDESIGN to improve FPS, decrease server LAG (vis blocking, hint brushes, etc...) - Replaced snow tipped trees with temperate trees - Added checkpoint and garage buildings in front of garrison (to act as cover for allies and axis during tank escort) - Added alarm to sound when gas control is on - Added musical fanfare when major objectives are completed - Rebuilt sonder spawn to allow easy camp access - Rebuilt main POW camp area - Added or modified roads for camp, garrison and final area - Retracted 3rd floor catwalks to ease axis defense in final area - Placed 'end-of-round' camera to show chain reaction explosion - Added details to gas control building - Changed infantry barrier to start as already built - Lowered kick panels on gun towers to enable easy entrance to camp I tested the map with Caen and Rockeyes - Beta 4 did cause some of the lights to have missing textures. Beta 5 played nice with no missing textures in any map. Servers and clients - please delete all previous versions of POWCamp (maps are in your 'etmain' directory). powcamp_b5.pk3 is the new release Thanks to all servers that have supported the map and all you forum guys who have done walkthroughs and given feedback. -JAM Last edited by JAM; 2nd Oct 2008 at 09:39. |
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#2 |
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Quiz Master
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Will test it ASAP. Looks promising. How were you able to resize your total packsize?
Did you edit the sound files or was it something else? Would be interesting to know, though.
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I <3 N - ( . ) ( . ) I love entities Project: Wolf Records Map: Kha Ran Than Map: et_Carentan Splash Damage Update |
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#3 |
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Junior Member
Posts: 25
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Hi Shag,
I converted most of my tga textures to jpegs and got rid of items that were redundant or not being used. I also tried to resample my sound files down to something smaller but that didn't work. My sound files are at 44kHz mono, 16 bit. I tried 11 kHz, 22 kHz and 44 kHz at 8 bits and 16 bits but only the largest size would play thru Enemy Territory. This is too bad because the sound quality even at 11kHZ 8bits is still fine and it would have knocked off another 4 MB in the final package size. -JAM |
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#4 |
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Quiz Master
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Thanks for the answer. It's really good to know that .JPEGS can do some miracles. I should give it a try in my map too then .
grtz,
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I <3 N - ( . ) ( . ) I love entities Project: Wolf Records Map: Kha Ran Than Map: et_Carentan Splash Damage Update |
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#5 | |
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Member
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Quote:
Here is the smaller map file (9,3 MB) with the modded sound file. http://rapidshare.com/files/15068863...aller.pk3.html Try out
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#6 |
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Junior Member
Posts: 25
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Oh... My..... God....
Thanks Molotov, I tested it and it worked great. I used 'Sound Recorder' from windows XP to convert the bit rate and bit depth and it must have possibly made the headers incompatible because the custom voice announcements were silent. I hope your program had a batch mode because converting 40+ sounds, re-packing the PK3, and doing a walk-through is a big chunk of work. Much appreciation and I wish I had your expertise before the beta 5 release. Now I have to figure whether to release this as beta 5a or save it for the final release. Thanks again. I'll credit you in the readme if you don't mind. -JAM |
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#7 | |
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Member
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Quote:
feel free to use it if u want do a "final" version ![]() and here is the website of the sound converter program for you and for others: http://www.poikosoft.com/ Last edited by molotov; 4th Oct 2008 at 12:19. |
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#8 |
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Quiz Master
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Great !
Thanks for that molotov ! Are there any other .PK3 size savers you know ?
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I <3 N - ( . ) ( . ) I love entities Project: Wolf Records Map: Kha Ran Than Map: et_Carentan Splash Damage Update |
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#9 |
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Member
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I only know this two trick but this two can help a lot:
1. convert your audio file to smaller size 2. use jpg instead of tga (if the alpha chanel of tga not nessasery) |
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#10 |
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Senior Member
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Layout of buildings and things look like it could be some fun gameplay for large pubs, and the outer wall has some potential for clan games.
It might be cool to make some of the walls in the middle section dynamitable, open things up a bit there so you don't have to spend 20 seconds walking to get around them. And some of the insides of buildings look like wolf3D. |
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#11 |
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Junior Member
Posts: 25
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Hi Der'saiden,
Yes, I was thinking large pubs when I was laying out the map originally. So in most areas I was putting primary and secondary paths. But it can still work for 4x4 in that Allies have to go to the objective points and most of the walks aren't too long. As for the Wolf3D look - I was always tempted to add ornamentation and really attractive architecture but in order to be a p.o.w. camp I felt that the buildings had to be stark and simple. I had to put up some extra walls in the garrison for vis blocking so that higher fps could be maintained. I think about more shortcuts as I finalize tweaks for the last version. BTW, I really enjoy playing Bremen and Aldernest. -JAM |
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