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Map making :), Making map with GtkRadiant... |
Dec 7 2008, 05:39 PM
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#1
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
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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Dec 8 2008, 12:00 PM
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#2
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Private 1st Class Group: Members Joined: 2-December 08 Member No.: 79223 |
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 Take a look at here -> http://fmc.hex.pri.ee -------------------- |
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Dec 8 2008, 01:54 PM
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#3
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
Thank you
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Dec 8 2008, 10:23 PM
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#4
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Staff Sergeant Group: Members Joined: 8-November 08 From: Portugal Member No.: 78468 |
The tracemap may be causing it.
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Dec 17 2008, 03:32 PM
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#5
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
I got the map working...
But now it gives me another error: /sv_brushmodel NULL And i dont know how to set it or what to do al all |
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Dec 17 2008, 04:28 PM
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#6
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Staff Sergeant Group: Members Joined: 8-November 08 From: Portugal Member No.: 78468 |
I think that error means one of your origin brush aren't connected to other brush ..i had that error too...i noticed i made a door with an origin brush ...used a prefab and fixed it . Check all your brushes ..lol
btw: maybe you have another origin brush (for example from script_mover, func_explosive, func_constructible) Normally, its a tiny brush that is causing that. This post has been edited by RaNGe: Dec 17 2008, 04:31 PM |
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Jan 2 2009, 07:11 PM
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#7
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
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" 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 And Maybe someone can give me a guide or explanation what are scripts and how to do them. THANKS! This post has been edited by sl0wr0ck: Jan 2 2009, 08:31 PM |
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Jan 3 2009, 03:31 PM
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#8
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Staff Sergeant Group: Members Joined: 8-November 08 From: Portugal Member No.: 78468 |
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 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 This post has been edited by RaNGe: May 12 2009, 11:14 PM |
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Jan 3 2009, 04:23 PM
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#9
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
Wow...really! Thanks a lot!
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Jan 5 2009, 08:52 PM
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#10
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Staff Sergeant Group: Members Joined: 8-November 08 From: Portugal Member No.: 78468 |
If you have more questions, just ask.
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Jan 6 2009, 06:15 PM
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#11
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
I would like to ask you some questions if you have time...maybe this weekend? I will be online then...I have add you in xfire :)
In case u dont get my invititation: Here is my xfire: slowrock Many thanks |
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Jan 19 2009, 05:28 PM
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#12
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
I wanted to ask...how to make lights and lighened (lamps etc) objects...and also shading for map...or how to make map darker...partial (cave, closed building wtc)
Thanks =) |
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Jan 21 2009, 05:23 PM
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#13
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Staff Sergeant Group: Members Joined: 8-November 08 From: Portugal Member No.: 78468 |
Hello again :>
Sorry only saw this today :P Let's get on it again then How to make lights and lighened (lamps etc) objects There are different ways of doing this: To give your map an overall minimum level of light, i mean a ambient light, do this: 1:Select the brush (a regular one) you want to put the light on 2:Press N to get at the worldspawn settings 3:Enter Ambient and in the key and number : 10. Don't put more then 15 as it starts to wash things out. 15 is already much. Make some tests... Example for known maps: Breakout has a setting of 20; 6flags has a setting of 10; and 2tanks has no ambient light. If you want to have a cagelight : 1:Change the view to 2d overhead 2:Zoom in the room 3:Right click of the center of the room ( Better there ) and select misc/misc_model. 4:Navigate to mapobjects\lights and select a model there ( Some Models dont work properly but erh search a bit some of them work). 5:Do not use this Models as they crash gtk radiant: pendant10k, sdsconce3 Putting a light in the choosen model: 1:Select the model and press N 2:Press the model button at the bottom right of the entities window 3:Navigate to mapobjects/light and select cagelightr.md3 4:Press Exit and then select the light entity and press N 5:Enter the "_color" key and "0.900000 .0100000 0.100000" value as shown. The Light will be red instead of white. Note:_color numbers are the amount of RGB (Red Green Blue) in the light. Values are 0 to 1 to 6 decimal places. >You can add a corona. The corona is the glow that a player sees, which is bigger the more of the light source he can see.>Right click in the 2D view at the point shown, and select Corona. Mess with the entities of the Corona to make it better... Check this. It is about the light option. Will not affect the players i'm afraid. Useful for tanks etc How to make map darker Normally if you want to create a darker map add dark textures(Using shaders) and dont put any light..A texture can change all. About shading a map, you need to make a shader file for a specific texture you want to alter. Note: Alpha brushes is the way to go Example: This will be blending the texture defined. CODE textures/terrain_example/bld_rock2moss1 // Defined here:> { qer_editorimage textures/terrain_example/bld_rock2moss1.tga//File format defined. surfaceparm grasssteps q3map_nonplanar q3map_shadeAngle 120 { map textures/terrain_example/ter_rock2.tga // Primary rgbGen identity } { map textures/terrain_example/ter_moss1.tga // Secondary blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA alphaFunc GE128 rgbGen identity alphaGen vertex } { map $lightmap blendFunc GL_DST_COLOR GL_ZERO rgbGen identity } } If you want to build a cave, you can check the fueldump.map, dont forget the source code of it has been released. Great way to learn. Check the shaders there! I'll add more things late..since i'm quite busy now This post has been edited by RaNGe: Jan 21 2009, 07:39 PM |
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Jan 21 2009, 06:47 PM
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#14
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
Thanks for helping me out...again
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Jan 22 2009, 06:46 PM
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#15
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Corporal Group: Members Joined: 23-November 08 Member No.: 78939 |
You talkin bout some shader from time to time...I don't know how o create it I don't even know what is it or where you must put it after I complete it...can you give me some help
Many Thanks!!! |
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