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Mapping Q & A Thread(if you have a mapping question look here)

Started by fleash eater, March 30, 2009, 09:42:43 AM

lol

yeah it said SV_SetBrushModel: null  but how do you fix it cuz you kinda lost me

your face

For starters just copy&paste your map to a new file and recompile.  If it persists, press L in radiant and peek around your entity list, sometimes a door or something will be infected.
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

Taiyo.uk

Quote from: lol on May 20, 2009, 03:34:02 AM
yeah it said SV_SetBrushModel: null  but how do you fix it cuz you kinda lost me
This can happen when you assign members of one entity to a new entity (e.g. create a new entity while a brush/patch from another entity is selected). The old entity will be duplicated as a "phantom" entity which often appears at the map origin. Since they have no members they can't be selected in the 2D view. As your face said, you'll need to find them in the entity list and delete them from there.

Winnie the Pooh

Quote from: Taiyo.uk on May 21, 2009, 10:43:29 AM
This can happen when you assign members of one entity to a new entity (e.g. create a new entity while a brush/patch from another entity is selected). The old entity will be duplicated as a "phantom" entity which often appears at the map origin. Since they have no members they can't be selected in the 2D view. As your face said, you'll need to find them in the entity list and delete them from there.

He's absolutely right.

Pressing "L" in GTKradiant will bring up a list of entities and brushes. Click on the arrow next to your map name, and look at your entities. Inspect any entities that do not have an arrow on their left. These entities do not have brush origins. Some entities such as path_corner do not need brush origins. Find entities that require brush origins, do not have brush origins, and delete them.

Also be sure you do not have two worldspawn entities.
QuoteI 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.

seeeker

quickest/easiest imo:

Inside 2D window
1. zoom out
2. unhide anything that might be hidden (either hidden with H or its visibility toggled)
3. mouse drag-select the whole map
4. press I to invert selection (selecting those brushless invisible entities)
5. backspace

amz181

may i suggest changing the name of this thread to the "quick question thred".

it would be more relevant.

fleash eater

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fleash eater

DOUBLE POST!!!!!


updated front page with some more questions. also.....


how would i make a conveater belt object of some kind?
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your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

fleash eater

for Chaos info, contributing, and Community events go to chaos.Nomnomclan.org

your face

Oh, that was rather complicated, but you can always check the .map in the .pk3.

Notice that there is three func_trains, and they are all weapon clipped (three so there is no gap in the middle and you can't see them; this is so the shadow and lighting works right).  Then on a very small grid size, I made a brush slightly lower than the player clip, and used the conveyor belt shader that had the exact same scroll speed as the train.  Testing new scroll speeds does not require a recompile, just edit and overwrite old one. 

You should be able to figure out the rest from there, and there's probably some easier way to do it (possibly a shader file that can move a player?). :P
Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

lol

well the L entity thing worked and im back workin on my map butttt im wonderin why my turret file would be missing when i try to insert one and instead of the medi pad i get the grangar pizza in testing lol.  is this because of mods ive played?

Archangel

Quote from: lol on May 24, 2009, 10:47:22 PM
.. my turret file would be missing... grangar pizza...

iirc default gtkradiant 1.5 install is missing mgturret parts, since there's three different models to a turret. try ingar's netradiant build, iirc it has the extra files

granger pizza ?

lol

yah in some mods the medipad is replaced by a box with a custom image of GRANGAR pizza.  but in regular games i still get a regular medipad so i dont know why my own map is havin pizza boxes

Archangel

because you're using sv_pure 0

lol

so if i finished my map and it was played in regular mode it wouldnt be the pizza box?

mooseberry

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

fleash eater

Quote from: your face on May 24, 2009, 10:03:24 PM
Oh, that was rather complicated, but you can always check the .map in the .pk3.

Notice that there is three func_trains, and they are all weapon clipped (three so there is no gap in the middle and you can't see them; this is so the shadow and lighting works right).  Then on a very small grid size, I made a brush slightly lower than the player clip, and used the conveyor belt shader that had the exact same scroll speed as the train.  Testing new scroll speeds does not require a recompile, just edit and overwrite old one. 

You should be able to figure out the rest from there, and there's probably some easier way to do it (possibly a shader file that can move a player?). :P

YOU ADDED A .MAP TO CRUZ?????



holy shit im viewing it and i think im about to jizz in my pants......... :o


and i see how you did it now.
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your face

Quote from: dolby on February 19, 2003, 06:44:44 PM
spam spam spam, waste waste waste!

fleash eater

for Chaos info, contributing, and Community events go to chaos.Nomnomclan.org

fleash eater

ok got a conveyer belt running in my map its a bit glitchy but i think i just have to watch my clips and dont make em touch, but yea....


where would i go about for a fog texture?
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bacon665

is there a way to...

A) make mass driver and luci  shoot through walls/windows since they are nuclear based.
B) control zombie time with the map instead of the server. a couple of my maps im working on would be absolutely grand if the corpses were laying everywhere.

fleash eater

Quote from: bacon665 on May 27, 2009, 01:55:32 AM
is there a way to...

A) make mass driver and luci  shoot through walls/windows since they are nuclear based.
B) control zombie time with the map instead of the server. a couple of my maps im working on would be absolutely grand if the corpses were laying everywhere.


1) through a script/shader maybe would be tough tho
2) im pretty sure you cant sorry :(
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mooseberry

Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

Archangel


Demolution

Is there supposed to be a glass shader in my common shaders?

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Quote from: swamp-cecil on October 05, 2010, 09:04:04 PM
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and i am VERY stupid.

fleash eater

i think you use nodraw to make things transperent then use player clip to make them solid.
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fleash eater

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CreatureofHell

{NoS}StalKer
Quote<Timbo> posting on the trem forums rarely results in anything good

fleash eater

for Chaos info, contributing, and Community events go to chaos.Nomnomclan.org