Tools & Guidelines for custom Loki's Revenge CTF Maps
by
slinki
TOOLS

Loki's Revenge Mapkit - located in your baseq3 folder.

Loki's Revenge Texture Set

Radiant users unzip pk3 to your baseq3 folder.
Add loki_ctf to your shaderlist.txt to view in Radiant.

Then, in radiant, pulldown textures and select loki_ctf and both static and shader files will be loaded up (most are intended as shaders). Shader files have a white border.

These textures are setup in the script files to be used as decals. A decal can be applied to any surface by creating a new brush made with the "no draw" texture on all sides and then applying the loki_ctf shader to the visible surface only.

The black background texture should be offset from any other brush by 1-2 units to work correctly and avoid any z-fighting (floor arrows).
Alpha type shaders can be flush since the polygonoffset variable is used (large lion and wolf logos).

It is recommended that you use the alpha channel logo shaders (grey background) rather than the black background shaders. However, every shader has a different purpose so experiment with them to get what you want. Alpha type shaders have less z-fighting but are sometimes a bit too crisp at the edges. One may be better than the other depending on the background.


GUIDELINES

Maps will need to include the following:

-- (1) each Red & blue flags
-- (1) each team_blueobelisk & team_redobelisk (flag stands)
-- (12) team_CTF_blueplayers located in flagroom.
-- (12) team_CTF_redplayers located in flagroom.
-- ( 8 ) team_CTF_bluespawn located in flagroom, inner base or outer base*
-- ( 8 ) team_CTF_redspawn located in flagroom, inner base or outer base*
*these should not be out any farther than the halfway point of map.
-- One of each weapon per side (bfg not required).
-- (1) of each holdable_blue_backpack & holdable_red_backpack
-- (1) info_player_start
-- (1) info_player_intermission
-- (1) info_player_deathmatch near center of map
-- A minimum of (2) packs of ammo per weapon.
-- target_location located every 500 or so units**

** target_location should have the following information:
Message - description of where you are (ex: blue flag room)
spawnflags:
1 = deep red (flagroom)
2 = red
4 = white (middle)
8 = blue
16 = deep blue (flagroom)

pk3 files must include the following in the appropriate directories:
maps
----- Files needed and description -----
mapname.aas = botfile
mapname.bsp = compiled map file

----- Notes -----
Create bot file using a program called bspc.exe.
Create bsp file using Radiant compiler or q3map2.

*Do NOT include mapname.map file.
*include an .ent file in the \maps folder [ent making tutorial]

Example aas batch file:
cd\path
bspc -forcesidesvisible -bsp2aas c:\path\mapname.bsp -grapplereach -optimize


levelshots
----- Files needed and description -----
mapname.tga = levelshot seen when map is loading
or (not both)
mapname.jpg = smaller file size

----- Notes -----
Create levelshot file by taking a screenshot in game and editing in Photoshop or Paintshop Pro.
File should not exceed 256x256 at a resolution of 72dpi.

radar
----- Files needed and description -----
mapname.tga = radar image in game

----- Notes -----
Create radar file by taking a Radiant screenshot and editing in Photoshop or Paintshop.
Image needs to have an alpha channel.
File must not exceed 256x256 and needs to be in .tga format.

LRCTF Radar Making tutorial

*Do NOT include mapname.psd file.

scripts
----- Files needed and description -----
mapname.arena = map information for in game menu and title.
mapname.shader = additional or custom shaders used in map.
skybox.shader = when using a custom skybox only.

----- Notes -----
Create an arena file in any text editor.
Create shader file in any text editor.

*Do NOT edit default Q3A or Radiant shader files.
*Do NOT include default Q3A or Radiant shader files.
*Do NOT edit default Loki shader files.
*Do NOT include default Loki shader files.

arena file format should be:
{
map "mymap" <-- needs to match bsp name
longname "My Loki Map by Me"
type "team ctf"
}

pk3 files may include the following in the appropriate directories if needed:

env
----- Files needed and description -----
path/texturename.tga = custom skybox textures used in map
and/or
path/texturename.jpg

----- Notes -----
Textures should NOT exceed 512x512 and are best at 256x256 depending on image.
Remember that smaller texture file sizes make for smaller pk3 sizes.
Use textures available in Q3A and Loki's Revenge map pak when possible to keep pk3 size down.
Shader files for custom skyboxes need to go in the "scripts" folder.

*It is recommended that you create your own custom sub folder for your skybox when using a new skybox.
*Do NOT include default Q3A textures in pk3 file.
*skyboxes require (6) images to work correctly

models
----- Files needed and description -----
path/modelimages.tga = image files for model
or
path/modelimages.jpg

----- Notes -----
Place models (.md3) in your map by right-clicking and selecting misc_model. Browse to find model.
Make sure images are located in proper subfolders when making a pk3.

*Do NOT include .md3 file in your pk3. These are compiled into the .bsp file so they are NOT needed.
Exception is with functioning models.
* recommended path is models/mapobjects/then your dir

sound
----- Files needed and description -----
soundname.wav = wav files for ingame sound

----- Notes -----
Make sure custom sounds are in 16bit mono .wav format.

*Do NOT include default Q3A sounds in pk3 file.

textures
----- Files needed and description -----
texturename.tga = custom alpha textures used in map
and/or
texturename.jpg = custom static textures used in map

----- Notes -----
Textures should NOT exceed 512x512 and are best at 256x256 and 128x128 depending on image.
Remember that smaller texture file sizes make for smaller pk3 sizes.
Use textures available in Q3A and Loki's Revenge map pak when possible to keep pk3 size down.

*It is recommended that you create your own custom sub folder for your map when using custom textures.
*Do NOT include default Q3A textures in pk3 file.
*Do NOT include default Loki textures in pk3 file.
*Include default Radiant textures in pk3 file when used (many of these are already in Loki's Revenge).
__________________________

- Do not zip the pk3 file. Its much easier to download a pk3 directly to the lrctf directory without having to unzip it. If you would like to include a readme.txt make sure it is named per your map (ex: lm12remake_readme.txt) and put it in the scripts folder.

 

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