Author Topic: Mapping Q & A Thread(if you have a mapping question look here)  (Read 58022 times)

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #30 on: April 03, 2009, 08:40:00 pm »
Modify the shader file? (at a guess)
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #31 on: April 03, 2009, 08:41:48 pm »
i know that lolz, thanks anyway though, just wondering if there was a simpler way.

i'll repeat for this page.

can you turn off light emmiting textures? if so how?

Ingar

  • Tremulous Developers
  • *
  • Posts: 554
  • Turrets: +302/-7
    • Ingar's projects on the Web
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #32 on: April 03, 2009, 09:04:21 pm »
i'll repeat for this page.

can you turn off light emmiting textures? if so how?

By using the texture instead of the shader. Sometimes the shader has the same name as the texture:
you won't be able to select the texture in radiant and the engine will use the shader anyway.

The clean and simple solution is to create a new subdirectory yourmapname in textures/ and copy the textures you use there. Use your own shader file and name your shaders like yourmapname/shadername.

This will usually stop other maps from messing with your textures, and you from messing with
other maps shaders.

Note for the casual reader:

A shader is a script that can use textures (jpeg images, ....) and do interesting things with it
like make it a ladder, nonsolid, or make it emit light.

Use light emiting shaders, seriously. Only add point lights where you want to touch up the lighting.
« Last Edit: April 03, 2009, 09:07:07 pm by Ingar »

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #33 on: April 03, 2009, 09:15:10 pm »
well something else has gone wrong for me lol, this time i added in a alien spawn to fix my previous problem and then went to put in a human one as well and bam! its like 10x larger that what is should be.  So i deleted it tried again and it still wasnt normal so i tried using the scale tool and nothin happened. The only thing i can think of is me not using the scale tool right. 

CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #34 on: April 03, 2009, 09:28:54 pm »
May be not spawns lagrer? Just your map too tiny?
Sense of proportions is one of worst of common problems. Humans have approx 64 gird unids height and 32 in base.Tyrant have base 72 gu and height approx 96 gu. So you can imagine how big hallways and other stuff you need. =] When i started mapping i always place RC before other stuff. =]

UPD: Yeah... and i think 1 gird unit its approx 3cm in real life =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #35 on: April 04, 2009, 12:21:56 am »
well the alien spawn is 10 times smaller and seems right but ill test to make sure its not my map being too tiny

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #36 on: April 04, 2009, 12:52:23 am »
@lol; dont worry the size of the egg, it looks bigger when ingame. In editor it shows it before it has 'grown'. Oh and make sure you put it a few units above the ground.

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #37 on: April 04, 2009, 01:52:46 am »
thanks, hopefully i can get this map done now

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #38 on: April 04, 2009, 03:26:13 am »
For player sizes: (once again in the same damn mapping guide, GO READ IT) http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#QuickReference

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #39 on: April 04, 2009, 03:56:46 am »
I think i finally got the hang of this lol. 

CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #40 on: April 04, 2009, 05:23:46 am »
For player sizes: (once again in the same damn mapping guide, GO READ IT) http://tremmapping.pbwiki.com/Starting+Tremulous+Mapping#QuickReference
Sorry... at beginning i tested those values and stil have sense they wrong. For examp. when i make 'hole' a bit bigger that wiki human values human just cant walk through it. Thats why i maked test map and calculated all values manually. Now when i make maps i'm sure in they size. =)
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

Kitashi

  • Posts: 69
  • Turrets: +8/-2
    • HGD
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #41 on: April 04, 2009, 03:52:48 pm »
I normally start off a map by building a reactor or overmind on a platform (which eventually gets made into a room) that way I start off with a good sense of how large things should be.
Click the below userbars for more info about their associated programs.

Plague Bringer

  • Posts: 3815
  • Turrets: +147/-187
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #42 on: April 04, 2009, 04:19:39 pm »
I try to build a relatively large central room or hub, occasionally using the reactor for reference. Then I just build the rest of the map in relation to the door sizes on that room, ceiling heights, etc. I build land marks in relation to the reactor, for reference.
U R A Q T

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #43 on: April 04, 2009, 05:28:53 pm »
I just start buildin somethin and hope its close once i put in spawns lol. 

gareth

  • Posts: 710
  • Turrets: +38/-89
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #44 on: April 04, 2009, 09:07:07 pm »
lololololololol.

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #45 on: April 06, 2009, 02:06:57 am »
Can anyone give me a rundown on ladders.  I didnt see it as a shader or an entity.   

CATAHA

  • Posts: 539
  • Turrets: +8/-18
    • Tremulous Lair
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #46 on: April 06, 2009, 07:02:43 pm »
Ladders defined in shader. Try this params in shader:

  surfaceparm ladder
  surfaceparm nodraw
  surfaceparm nolightmap
  surfaceparm nonsolid
  surfaceparm trans
  surfaceparm nomarks
  surfaceparm noimpact
  surfaceparm playerclip
  surfaceparm metalsteps

Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

Other maps: A.T.D*S Remake

CreatureofHell

  • Posts: 2422
  • Turrets: +430/-126
    • Tremtopia
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #48 on: April 06, 2009, 10:54:40 pm »
thanks and since yall pretty much know everythin lol, please answer my topic about pk3 trouble

Winnie the Pooh

  • Posts: 442
  • Turrets: +45/-85
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #49 on: April 07, 2009, 09:53:54 am »
Can anyone give me a rundown on ladders.  I didnt see it as a shader or an entity.  

A ladder shader is contained in the Karith map by default.
Quote
I also realize that this is the internet, but even more so this is the forum for a video game on an internet, then even beyond that this is TREMULOUS forums the Satan version of all video game forums for a video game that is ON the internet.

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #50 on: April 17, 2009, 05:53:47 pm »
Need two bit of help.

I need a good tutorial for bending pipes, i still dont know how to do it.

And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(

fleash eater

  • Posts: 408
  • Turrets: +25/-33
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #51 on: April 17, 2009, 07:05:39 pm »
Need two bit of help.

I need a good tutorial for bending pipes, i still dont know how to do it.

And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(

click on the patch mesh then press "s" key. then below "axal" and "fit" there is a buttun that says "natural" click that.
for Chaos info, contributing, and Community events go to chaos.Nomnomclan.org

Knowitall66

  • Posts: 492
  • Turrets: +70/-52
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #52 on: April 18, 2009, 03:25:47 am »
Bending Patches Tutorial (By  Bubba): http://bubba.planetquake.gamespy.com/bc2.html
If you need more help with the basics, then perhaps you should check out some of his other tutorials too.

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #53 on: April 18, 2009, 04:16:51 am »
@flesh eater

When i did that the texture just blurs.

@Knowitall thx alot

Ingar

  • Tremulous Developers
  • *
  • Posts: 554
  • Turrets: +302/-7
    • Ingar's projects on the Web
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #54 on: April 18, 2009, 01:21:52 pm »
And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(

I figured it would be best to document the entire story, so  I wrote a doorway arch tutorial.
It also explains the corner bits.

http://ingar.satgnu.net/gtkradiant/tutorial-arch.html

Some tips on handling patches:

If you edit mesh-vertices (V) you will notice there are two kinds of dots: green dots and pink dots.
The green dots are knots. A knot will always be on the patch mesh surface. Pink dots are control
points and are used to control the curvature of your mesh. A control point can be outside the patch
mesh surface. Compare it to editing a curve in a vector drawing program.

You can select multiple points at once by holding the shift key and mouse-dragging a box around it.

amz181

  • Posts: 919
  • Turrets: +64/-93
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #55 on: April 18, 2009, 03:16:52 pm »
And need a good tutorial for making simple patch meshes into corner bits. Ya know, for when you have cylinder doorways... I thought i knew how to do it, but the texturing comes out all warped :(

I figured it would be best to document the entire story, so  I wrote a doorway arch tutorial.
It also explains the corner bits.

http://ingar.satgnu.net/gtkradiant/tutorial-arch.html

Some tips on handling patches:

If you edit mesh-vertices (V) you will notice there are two kinds of dots: green dots and pink dots.
The green dots are knots. A knot will always be on the patch mesh surface. Pink dots are control
points and are used to control the curvature of your mesh. A control point can be outside the patch
mesh surface. Compare it to editing a curve in a vector drawing program.

You can select multiple points at once by holding the shift key and mouse-dragging a box around it.


Thanks alot, my corner bits are in your debt.

Ingar

  • Tremulous Developers
  • *
  • Posts: 554
  • Turrets: +302/-7
    • Ingar's projects on the Web
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #56 on: April 18, 2009, 03:45:42 pm »
I need a good tutorial for bending pipes, i still dont know how to do it.

Just added http://ingar.satgnu.net/gtkradiant/tutorial-pipe.html
Happy bending.

Thanks alot, my corner bits are in your debt.

You're  welcome. I hope this solves these FAQ's.

fleash eater

  • Posts: 408
  • Turrets: +25/-33
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #57 on: April 18, 2009, 07:18:41 pm »
i can haz sticky now?



also: my mate wants to know how he could change a fog shader to have brown fog so it looks like a sand storm, also maybe a particle system could show this effect? and if it can how woud you make a particle shader.
for Chaos info, contributing, and Community events go to chaos.Nomnomclan.org

lol

  • Posts: 61
  • Turrets: +2/-4
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #58 on: May 17, 2009, 09:25:00 pm »
well im back lol after a 3 month break but anywayz i decided to finish up my map and when i go to test it i get this error message
(sv:brushset is null)
or something like that so i try the sv_pure 0 devmap on my other map and it works fine.  any ideas?

UniqPhoeniX

  • Spam Killer
  • *
  • Posts: 1376
  • Turrets: +66/-32
Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #59 on: May 19, 2009, 12:34:03 pm »
"something like that" is not accurate enough. I assume you mean SV_SetBrushModel: null which means there are some entities that consist only of origin textured brush? Running the map with sv_pure 0 might have run a different .bsp (that isn't in a pk3) which doesn't have that problem.