To see the current version check out: bzbattleground.com:5154
Current layout with sections:
Now to build a object for this map, there are restrictions, below are are list of max sizes X and Y. Z has no restrictions(within reason.
All objects need to be built at 'pos 0 0 0'.a size:
wings3d scale 350x350
wings3d scale 350x150
f & g size
There are no restrictions on how many of each object you can build, build as many as you like.
If you choose group A it should be grouped with 'define a'.
Your file name, materials, dynacol, physics, teleporters, and texturematrix, should have your callsign followed by which group in it. example:
Code: Select all
material name ahs3_roof texture roof end
There are some predefined materials used by the base map, feel free to use them:
Code: Select all
material name blue-rail addtexture blue_basewall.png texmat blue-rail end material name green-rail addtexture green_basewall.png texmat green-rail end material name purple-rail addtexture purple_basewall.png texmat purple-rail end material name red-rail addtexture red_basewall.png texmat red-rail end material name zdrivethroughroof addtexture roof.png diffuse 1 1 1 .9 end material name chunk2 noradar noshadow texture http://images.bzflag.org/astevens/ahs3_chunk.png end material name boxwall diffuse grey65 texture boxwall.png end material name concrete diffuse 0.8868 0.8868 0.8868 1.0000 texture roof.png end material name yellowroof diffuse 1.0000 1.0000 0.0000 1.0000 texture roof.png end material name gnd diffuse 1.0000 1.0000 1.0000 1.0000 noradar texture std_ground.png end material name chunk noradar texture wall end material name road diffuse grey10 texture roof.png end material name wall2 texture http://images.bzflag.org/astevens/wall.png end
This prevents confusion as to which object was built.
All objects should be released conforming to the rules of this forum: http://my.bzflag.org/bb/viewtopic.php?f=64&t=10575
I do ask that objects keep a low poly count.
Feel free to pm me with questions or post them here.