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MapModding help needed:


Maui

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Posted

Hello guys, Maui again.

 

I got a strange problem with my entities list I think.

 

I am trying to retexture the Sand-texture from FFA3 and it works when the server just got booted, but when the map cycle goes on and gets back onto FFA3, the default sand texture is back.

 

What could be the problem and how do I solve it?

 

I provide you all my retextures:

{
"classname" "trigger_always"
"targetShaderName" "textures/desert/concrete_wall"
"targetShaderNewName" "textures/korriban/os_outsidebaseb"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco_grime"
"targetShaderNewName" "textures/korriban/os_outsidebaseb"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/quicktrip/qt_trim1"
"targetShaderNewName" "textures/nar_streets/crane"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/sandfloor2b"
"targetShaderNewName" "textures/korriban/k_basicfloor2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/concrete_wall_tall"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/concrete_wall_tall_vent"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/mp/h_sandstone"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco_grime_top_bottom"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/mp/s_qt_underside"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco_grime_bottom"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco_grime"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/s_floor1"
"targetShaderNewName" "textures/bounty/basic1_dark_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/concrete_wall"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/door_1024"
"targetShaderNewName" "textures/vjun/vader_floor2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/mos_eisley_door"
"targetShaderNewName" "textures/vjun/vader_floor2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/door_lrg"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/s_wall3"
"targetShaderNewName" "textures/vjun/vader_floor2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco_top_grime"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/bespin/basic2"
"targetShaderNewName" "textures/yavin/obsidian_templebasic2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/mp/s_wall2_nophong"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/concrete_floor_dark"
"targetShaderNewName" "textures/korriban/k_basicfloor2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/concrete_floor_light"
"targetShaderNewName" "textures/korriban/k_basicfloor2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/danger/sand"
"targetShaderNewName" "textures/korriban/k_basicfloor2"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/s_wall2"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/mp/kor_outside"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/bespin/basic"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/s_wall1"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/s_door_1"
"targetShaderNewName" "textures/byss/door1"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco_trim1"
"targetShaderNewName" "textures/vjun/light_vjun_amber"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/sc_doors"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/rooftop/neon_large1"
"targetShaderNewName" "textures/rift/symbol1"
}
{
"classname" "trigger_always"
"targetShaderName" "textures/desert/stucco_ceiling_512_seamless"
"targetShaderNewName" "textures/yavin/temple_interiorsmallwb_vertex"
}

 ** Maui **

Posted

I'd recommend using one trigger_always and then a bunch of target_relays instead of a huge amount of triggers.

 

Example:

{
"classname" "trigger_always"
"target" "shader_relays"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}

Other than that I'd check the files on your server. Do you have two versions of the bsp in the same pk3? Do you have a different version of FFA3 in a different PK3 that is alphabetically senior?

 

If so, get rid of them. Place your version of FFA3 in a fresh PK3 following the correct file path to reflect the original. maps/mp/ffa3.bsp.

 

Ensure that your pk3 is loaded last by adding a bunch of Zs to the file name. I usually just do z_myMapMod.pk3. (You really only need to ensure it's loaded after assets*.pk3 to overwrite the original ffa3. You could do b_fileName if you wish.)

  • 2 weeks later...
Posted

I'd recommend using one trigger_always and then a bunch of target_relays instead of a huge amount of triggers.

 

Example:

{
"classname" "trigger_always"
"target" "shader_relays"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}
{
"classname" "target_relay"
"targetname" "shader_relays"
"targetShaderName" "textures/shader/shader"
"targetShaderNewName" "textures/shader/thisHasToBeAShader"
}

Other than that I'd check the files on your server. Do you have two versions of the bsp in the same pk3? Do you have a different version of FFA3 in a different PK3 that is alphabetically senior?

 

If so, get rid of them. Place your version of FFA3 in a fresh PK3 following the correct file path to reflect the original. maps/mp/ffa3.bsp.

 

Ensure that your pk3 is loaded last by adding a bunch of Zs to the file name. I usually just do z_myMapMod.pk3. (You really only need to ensure it's loaded after assets*.pk3 to overwrite the original ffa3. You could do b_fileName if you wish.)

So does this decrease the amount of entities by using this? I always do "Classname" "Trigger_always" I didn't know there was another way.

Posted

So does this decrease the amount of entities by using this? I always do "Classname" "Trigger_always" I didn't know there was another way.

 

Nope. It's just how I was taught. I like using a single trigger for that kind of thing.

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