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> Map making :), Making map with GtkRadiant...
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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!FUA!A.
post Dec 8 2008, 12:00 PM
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QUOTE (sl0wr0ck @ Dec 7 2008, 06:39 PM) *
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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sl0wr0ck
post Dec 8 2008, 01:54 PM
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Thank you respect.gif
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RaNGe
post Dec 8 2008, 10:23 PM
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The tracemap may be causing it.
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sl0wr0ck
post Dec 17 2008, 03:32 PM
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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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RaNGe
post Dec 17 2008, 04:28 PM
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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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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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sl0wr0ck
post Jan 3 2009, 04:23 PM
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Wow...really! Thanks a lot!
respect.gif
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RaNGe
post Jan 5 2009, 08:52 PM
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If you have more questions, just ask.
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sl0wr0ck
post Jan 6 2009, 06:15 PM
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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 grin.gif
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sl0wr0ck
post Jan 19 2009, 05:28 PM
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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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RaNGe
post Jan 21 2009, 05:23 PM
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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 grin.gif

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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sl0wr0ck
post Jan 21 2009, 06:47 PM
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Thanks for helping me out...again grin.gif
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sl0wr0ck
post Jan 22 2009, 06:46 PM
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You talkin bout some shader from time to time...I don't know how o create it grin.gif I don't even know what is it or where you must put it after I complete it...can you give me some help grin.gif
Many Thanks!!! rolleye.gif
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