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sl0wr0ck
post Dec 7 2008, 05:39 PM
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I am working on some new maps in GtkRadiant program, but I am getting some problems...
I get the map working but as soon as i press [L] (limbo menu) it just crashes..
I need some help OR a REALLY GOOD AND UNDERSTANDABLKE MANUAL! :P
Thanks
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sl0wr0ck
post Jan 2 2009, 07:11 PM
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Had some hard time finding that lil brush, but i found it! So thanks..

I would like to know how to make the BOT movements
How to make door or objects that move when player pushes or goes to the button (push button to move obj.)
How to make a flag disapear after compliting obj (ex: dyna old wall in oasis and the flag is allied!)
How to draw map (All i see in the map spot when i play is a orange box)
Can I create Textures myself? How
How to make move a obj (tank, truck) when ppl are around.
How to make obj trasparrable into something and after it, something moves (ex: goldrush - the gold crates are moved into truck and then truck can move... ex2: bremen - obj is moved into a "thing" grin.gif and then the doors open that lead to truck!)
Do I need scripts for Fragmap?
How to do sky? and invisible map limits (ppl cant go through that)


I would ask someone to do a video or a manual with pictures rolleye.gif

And Maybe someone can give me a guide or explanation what are scripts and how to do them.

THANKS! help.gif

This post has been edited by sl0wr0ck: Jan 2 2009, 08:31 PM
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RaNGe
post Jan 3 2009, 03:31 PM
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Ill spent my time answering you:


I would like to know how to make the BOT movements

Depends of which bot mod you are using. If your using omnibot, host a test server with omnibot (+set fs_game"omnibot") in the command line and make your own waypoint file.

Making the waypoint:
Start by loading the map via rcon devmap "map x". Put punkbuster off otherwise it will not work. Then, enable waypoint view: /bot waypoint_view 1 using rcon. You can now start making the waypoint file: Ill tell you some cvars about waypoint and give you a link with all of them

->To add a simple waypoint, do /bot waypoint_add
->To connect waypoints: /bot waypoint_connect or /bot waypoint_biconnect which biconnects the waypoints. You'll understand when you try it
->To save the waypoints to a file: /bot waypoint_save

Note: You can also create a script to help the bots getting to know the map declaring the objective etc. Visit this page for more info:Waypointing tutorials

How to make door or objects that move when player pushes or goes to the button (push button to move obj.)
To make the door open and close, you need to add a func_door_rotating to the door brush. In the 2D window, right click and select "func" then "func_door_rotating".
Press N. Enter "type" as a key and "4" as a value and press return. Close the entities window, save the map and go test it. If you want a object to move, use a script_mover, again right click and search for it. If you cant do it, use a prefab grin.gif

How to make a flag disapear after compliting obj (ex: dyna old wall in oasis and the flag is allied!)
You can do that with the .script of the map. Heres a example from oasis script..I'll explain

CODE
}

oldcitywall //Broken section of Old City wall(Name of it->Different in your map obviously you can change)
{
    spawn
    {
        wait 200

        constructible_class 3
    }

    death
    {
        trigger oldcityflag force_allied // Switch forward spawn to Allied ONLY

        trigger oldcityflag check_obj

        trigger oldcityflag kill

        wm_announce "Allies have breached the Old City wall"

        // *----------------------------------- vo ------------------------------------------*
        wm_addteamvoiceannounce 0 "oasis_axis_paks_defend"

        wm_addteamvoiceannounce 1 "oasis_allies_paks_destroy"

        wm_teamvoiceannounce 0 "oasis_axis_wall_destroyed"
        wm_teamvoiceannounce 0 "oasis_axis_paks_defend"

        wm_teamvoiceannounce 1 "oasis_allies_wall_destroyed"
        wm_teamvoiceannounce 1 "oasis_allies_paks_destroy"

        wm_removeteamvoiceannounce 0 "oasis_axis_wall_defend"
        wm_removeteamvoiceannounce 0 "oasis_axis_city_defend"

        wm_removeteamvoiceannounce 1 "oasis_allies_wall_destroy"
        wm_removeteamvoiceannounce 1 "oasis_allies_city_capture"
        // *---------------------------------------------------------------------------------*

        wm_objective_status         3 0 2
        wm_objective_status         3 1 1

        wm_set_main_objective    1 0
        wm_set_main_objective    1 1
    }
}


How to draw map (All i see in the map spot when i play is a orange box)
I think you are talking about the command map. If yes, first you'll need a image editor.
Create a simple .shader (will be on the scripts folder the future pk3)... something like this:
CODE
levelshots/map_name
{
      nopicmip

nocompress

nomipmaps
    
      {     
            clampmap levelshots/map_name.tga

depthFunc equal

rgbGen identity
      }     
}

levelshots/map_name_trans

{
      nopicmip

nocompress

nomipmaps

{
    
            clampmap levelshots/map_name.tga

blendfunc blend

rgbGen identity

alphaGen vertex
      }     
}

Generate a tracemap to make it easier to make the command map then:
Without a tracemap, if you made your map snow, the snow would fall into the buildings.

Run ET, and run your map.

Once the warmup has ended, bring up the console and type:

* \developer 1
* \generatetracemap

You'll then see a lot of lines telling you how the generation is progressing. When it's all finished, type in:

* \developer 0

Don't worry about other sundry messages that might get displayed, they don't matter. You can quit ET again now. It will be named with the mapname_tracemap.tga in the maps folder of your etmain folder

Now you need to work in the tracemap to get a reasonable command map. Check this page:Tutorial


Can I create Textures myself? How

Of course you can. Use a image editor and make them =). Can't help you more, google it. There a limit in the image scale btw.

How to make move a obj (tank, truck) when ppl are around.
First you need the import the tank md3 model. Check this simple map with a tank model with lots of trigger boxes. Link
Check the script file too; Scripting Reference. To make the tank move, you need to make a script_mover. Press n to define the keys and spawnflags:Check.

Plotting the route:
To control the tank, you'll need to create entity calle info_train_spline_main. Each spline points to the next spline along the track, by using the target key.
When you're making the route, the easiest way is to copy the last spline in the track so far, move it into place, and rename its targetname and target. Repeat as necessary


The pink boxes are info_train_spline_controls, and they are used to smooth the turning from one spline to the next. Without them, the tank will turn quite abruptly. Don't add them until you've laid out your route with some confidence that it won't change, because re-doing the spline controls is really tiresome and best avoided - so leave them to last.


How to make obj trasparrable into something and after it, something moves (ex: goldrush - the gold crates are moved into truck and then truck can move... ex2: bremen - obj is moved into a "thing" grin.gif and then the doors open that lead to truck!)
That is script related too. Check goldrush.script..You wont to understand it at the first time, feel free to contact me anyway
CODE
// *********************************************
// ****************** FLAG STUFF ***************
// *********************************************

goldbar_holder
{
    death
    {
        trigger truck add_goldbar
    }
}

// *********************************************
// ****************** GOLD STUFF ***************
// *********************************************

gold_crate
{
    spawn
    {
        accum 0 set 0 // gold counter
    }

    trigger stolen
    {
        accum 0 inc 1
        accum 0 trigger_if_equal 1 gold_crate stolen1
        accum 0 trigger_if_equal 2 gold_crate stolen2
    }

    trigger secured
    {
        accum 0 trigger_if_equal 1 gold_crate secured1
        accum 0 trigger_if_equal 2 gold_crate secured2
    }

    trigger returned
    {
        accum 0 inc -1
        accum 0 trigger_if_equal 0 gold_crate returned1
        accum 0 trigger_if_equal 1 gold_crate returned2
    }

    trigger stolen1
    {
        // *----------------------------------- vo ------------------------------------------*
        wm_teamvoiceannounce 0 "goldrush_axis_gold1_taken"

        wm_teamvoiceannounce 1 "goldrush_allies_gold1_taken"
        // *----------------------------------- vo ------------------------------------------*
    }

    trigger stolen2
    {
        // *----------------------------------- vo ------------------------------------------*
        wm_teamvoiceannounce 0 "goldrush_axis_gold2_taken"

        wm_teamvoiceannounce 1 "goldrush_allies_gold2_taken"
        // *----------------------------------- vo ------------------------------------------*
    }

    trigger secured1
    {
        wm_announce "Allied team has secured the first Gold Crate!"

        // *----------------------------------- vo ------------------------------------------*
        wm_teamvoiceannounce 0 "goldrush_axis_gold1_secured"

        wm_teamvoiceannounce 1 "goldrush_allies_gold1_secured"
        // *---------------------------------------------------------------------------------*
    }

    trigger secured2
    {
        wm_announce "Allied team has secured the second Gold Crate!"

        // *----------------------------------- vo ------------------------------------------*
        wm_teamvoiceannounce 0 "goldrush_axis_gold2_secured"

        wm_teamvoiceannounce 1 "goldrush_allies_gold2_secured"

        wm_removeteamvoiceannounce 0 "goldrush_axis_gold_defend"

        wm_removeteamvoiceannounce 1 "goldrush_allies_gold_defend"
        // *---------------------------------------------------------------------------------*
    }

    trigger returned1
    {
        // *----------------------------------- vo ------------------------------------------*
        wm_teamvoiceannounce 0 "goldrush_axis_gold1_returned"

        wm_teamvoiceannounce 1 "goldrush_allies_gold1_returned"
        // *----------------------------------- vo ------------------------------------------*
    }

    trigger returned2
    {
        // *----------------------------------- vo ------------------------------------------*
        wm_teamvoiceannounce 0 "goldrush_axis_gold2_returned"

        wm_teamvoiceannounce 1 "goldrush_allies_gold2_returned"
        // *----------------------------------- vo ------------------------------------------*
    }
}

gold_full_0
{
    spawn
    {
        wait 500
        attachtotag truck tag_obj1
        faceangles 0 90 0 50

        setstate gold_full_0 invisible
    }

    trigger show
    {
        setstate gold_full_0 default
    }
}

gold_full_1
{
    spawn
    {
        wait 500
        attachtotag truck tag_obj2
        faceangles 0 90 0 50

        setstate gold_full_1 invisible
    }

    trigger show
    {
        setstate gold_full_1 default
    }
}

gold_trans_0
{
    spawn
    {
        wait 500
        attachtotag truck tag_obj1
        faceangles 0 90 0 50
    }

    trigger hide
    {
        setstate gold_trans_0 invisible
    }
}

gold_trans_1
{
    spawn
    {
        wait 500
        attachtotag truck tag_obj2
        faceangles 0 90 0 50
    }

    trigger hide
    {
        setstate gold_trans_1 invisible
    }
}


Do I need scripts for Fragmap?
If the map is really simple, no but i always suggest one to make one declaring the flags spawns etc...

How to do sky? and invisible map limits (ppl cant go through that)
To make the sky, follow this tutorial: Link
The map limits:You define the map limits when you edit the keys mapcoordsmax and mapcoordsmin in the entitie "worldspawn"
Select a brush(main brush/all), right click and find worldspawn. If it is there allready a worldspawn, press N and define the keys i've said
Ofc you need to test them, for example as is show'd in gtk radiant
mapcoordsmaxs-> Lower right corner coordinate. Example "256 -256". Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly and they must be set for the map to played.
mapcoordsmins->Top left corner coordinate. Example "-256 256".
Note:It is only a example, big maps have big values

If you need any help, my x-fire is joao111. Feel free to talk with me. I wont make pictures zomg i'm lazy.
P.S: If you really want to learn to how map, you should take a look at the originals map SDK they have lots of things you may want to use and you can learn a lot seeing how they work
respect.gif



This post has been edited by RaNGe: May 12 2009, 11:14 PM
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Posts in this topic
- sl0wr0ck   Map making :)   Dec 7 2008, 05:39 PM
- - !FUA!A.   QUOTE (sl0wr0ck @ Dec 7 2008, 06:39 PM) I...   Dec 8 2008, 12:00 PM
- - sl0wr0ck   Thank you   Dec 8 2008, 01:54 PM
- - RaNGe   The tracemap may be causing it.   Dec 8 2008, 10:23 PM
- - sl0wr0ck   I got the map working... But now it gives me anoth...   Dec 17 2008, 03:32 PM
- - RaNGe   I think that error means one of your origin brush ...   Dec 17 2008, 04:28 PM
- - sl0wr0ck   Had some hard time finding that lil brush, but i f...   Jan 2 2009, 07:11 PM
|- - RaNGe   Ill spent my time answering you: I would like t...   Jan 3 2009, 03:31 PM
|- - sl0wr0ck   Wow...really! Thanks a lot!   Jan 3 2009, 04:23 PM
- - RaNGe   If you have more questions, just ask.   Jan 5 2009, 08:52 PM
- - sl0wr0ck   I would like to ask you some questions if you have...   Jan 6 2009, 06:15 PM
|- - sl0wr0ck   I wanted to ask...how to make lights and lighened ...   Jan 19 2009, 05:28 PM
- - RaNGe   Hello again :> Sorry only saw this today :P Let...   Jan 21 2009, 05:23 PM
|- - sl0wr0ck   Thanks for helping me out...again   Jan 21 2009, 06:47 PM
- - sl0wr0ck   You talkin bout some shader from time to time...I ...   Jan 22 2009, 06:46 PM
- - sl0wr0ck   And...I also made a texture file...I think its not...   Jan 22 2009, 06:54 PM
- - RaNGe   Reserved for the answers: Not much time atm just w...   Jan 23 2009, 12:46 AM
- - sl0wr0ck   Yes of course...take ur time mate Btw those Tuto...   Jan 23 2009, 02:06 PM
- - sl0wr0ck   I think I can handle everything else now...but I s...   Jan 27 2009, 06:03 PM
- - sl0wr0ck   Btw, if you can't answer all at once...then an...   Feb 4 2009, 04:41 PM
- - RaNGe   I just stopped playing et and i dont really feel l...   Feb 5 2009, 08:22 PM
- - sl0wr0ck   PLEASE HELP ME!!! I am about to finish...   Feb 14 2009, 06:43 PM
- - sl0wr0ck   Map is done! It is my first map, and its witho...   Feb 19 2009, 07:20 AM
|- - TomDome   Put the map like every other in your server etmain...   Feb 19 2009, 12:15 PM
- - RaNGe   Put it somewhere. Ill try it..   Feb 24 2009, 01:25 AM
- - sl0wr0ck   I wanted to make a (fixed) verion of Fragmaze but ...   Mar 12 2009, 06:45 PM
- - sl0wr0ck   Naah I got it   Mar 16 2009, 03:55 PM


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