Author Topic: Mapping Q & A Thread(if you have a mapping question look here)  (Read 57923 times)

fleash eater

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READ THIS: before posting your question, read the lsit to make sure its not on there yet, then make a post about it
post a question here (if its a long or simple question it wont be listed) and hopefully we'll answer it and lsit it for future references.


1. can/how would i make a door open at (amount of time here) minutes into a game?
Trigger_Always -> Target_Delay; Wait = 1500 -> Func_door
1500 is in seconds which is 25:00 minutes added up, change it to whatever you please.

2. how do you make a lift that can connect two different levels of your map together?
That wait key is in seconds, by the way. 1500 seconds is 25 minutes.

As per the lift, I normally use func_trains (I think. I haven't built a lift in ages). I'll link you to a rather good mapping page, though. Soubok, the creator of Pulse_102, made some nice lifts, and he's got instructions on the page, and due to the magic of html...



3.how would i make a message appear on the screen when (action) happens?
classname target_print
message  "ZOMG I'm a message!"

spawnflag 1 send to human team
spawnflag 2 send to alien team
spawnflag 4 send to the player who activated the target_print

4.how do you add textures into Gtkradiant?
If you are using windows then go to C:/Program Files/Tremulous/Base/Textures and create a folder and put you textures in that folder.

5.how would you make water?
create a brush that has a NODRAW shader from you common file, then you texture it with a water looking shader

6.How can i turn off light emiting textures?
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.

7.i need to know more about ladders and how they work
http://tremmapping.pbwiki.com/Shader_Ladder

8.my map is "leaked" or sv_setbrushmodel: null comes up when i compile  :o'
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.

9.turrets dont show up when i try to make them, whats my issue?
common files put all those things in your base
« Last Edit: June 19, 2009, 08:26:55 am by fleash eater »
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Knowitall66

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Re: 2 things i must know!
« Reply #1 on: March 30, 2009, 09:54:04 am »
1) Trigger_Always -> Target_Delay; Wait = 1500 -> Func_door (You probably want to put a long wait on this so it'll stay open)

2) Sorry, not clear what your asking. To make a basic lift make a bunch of brushes select them and hit func_plat, then give it a height key.

Note: '->' = linked to.
« Last Edit: March 30, 2009, 09:56:35 am by Knowitall66 »

Plague Bringer

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Re: 2 things i must know!
« Reply #2 on: March 30, 2009, 12:26:10 pm »
That wait key is in seconds, by the way. 1500 seconds is 25 minutes.

As per the lift, I normally use func_trains (I think. I haven't built a lift in ages). I'll link you to a rather good mapping page, though. Soubok, the creator of Pulse_102, made some nice lifts, and he's got instructions on the page, and due to the magic of html...



At the bottom of my post!
U R A Q T

fleash eater

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Re: 2 things i must know!
« Reply #3 on: March 31, 2009, 12:36:28 am »
perfect! exactly what i needed.

now how would i make it print a message on the screen when the door is opening?

(im gonna make this a continuos questions thread and post all questions and answers on the first post, so if you have a question that gives a good answer to a source say it here, dont say "how do i make a map?" or "what map program do i use?" or any other silly questions that can be answered with common sense)
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CATAHA

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Re: 2 things i must know!
« Reply #4 on: March 31, 2009, 12:42:53 am »
target_print, i suppose =]
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

fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #5 on: March 31, 2009, 07:23:39 am »
alright new question! since no one else isp posting Q & A's


how could i tell how high or how low i would want my lift to go using func_plat?
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Knowitall66

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #6 on: March 31, 2009, 08:44:20 am »
Personally the only way I know is to put it at the top/base then move it to its opposite position (With the Translate Tool). The console should output how far it was translated (Eg; translateTool -xyz 0 0 -172 (Means it moved 172 down the z-axis)) then just set the func_plat's height key to that.

CATAHA

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #7 on: March 31, 2009, 03:42:17 pm »
Mmm... May be just count using Radiant gird? =)
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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Ingar

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #8 on: March 31, 2009, 06:26:10 pm »
3.how would i make a message appear on the screen when (action) happens?
target_print key:(unkown)

classname target_print
message  "ZOMG I'm a message!"

spawnflag 1 send to human team
spawnflag 2 send to alien team
spawnflag 4 send to the player who activated the target_print

amz181

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #9 on: March 31, 2009, 08:13:18 pm »
can i suggest getting this stickied. So that you can solve little things without posting.

for me... ugh, im almost ashamed to say it

 how do ya get new textures into gtk, i downloaded a load of tga files... what do i do from there?


CreatureofHell

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #10 on: March 31, 2009, 08:33:06 pm »
If you are using windows then go to C:/Program Files/Tremulous/Base/Textures and create a folder and put your textures in that folder. And as for getting this topic stickied it doesn't really have enough questions and answers to be considered and Q and A thread yet.
« Last Edit: June 03, 2009, 03:55:01 pm by CreatureofHell »
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

amz181

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #11 on: March 31, 2009, 08:55:52 pm »
If you are using windows then go to C:/Program Files/Tremulous/Base/Textures and create a folder and put you textures in that folder. And as for getting this topic stickied it doesn't really have enough questions and answers to be considered and Q and A thread yet.

thanks. i dont mean that sort of q and a. I mean a thread where you can just ask 2 second questions.

CreatureofHell

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #12 on: March 31, 2009, 08:58:52 pm »
Oh I see  ;)
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #13 on: April 01, 2009, 01:13:02 am »
how do you go about making water (not just an object with a water texture)?  I'm tryin to make a small map with multiple features to get good with gtkradiant

fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #14 on: April 01, 2009, 03:30:02 am »
how do you go about making water (not just an object with a water texture)?  I'm tryin to make a small map with multiple features to get good with gtkradiant


create a brush that has a NODRAW shader from you common file, then you texture it with a water looking shader(correct me if im wrong)




ill update this page now, thanks for making this thread bigger guys, i think this is gonna help alot of newer mappers get comfortable with mapping now.
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lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #15 on: April 01, 2009, 03:54:39 am »
well ill try that although im not quite sure what NODRAW is.  another super nooby question i have is where the heck is the clear glass texture lol.  I looked everywhere and closest thing i found was a fan texture that had a clear background.

UniqPhoeniX

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #16 on: April 01, 2009, 04:06:44 am »
Textures window -> View -> Show shaders, then look for textures with white outline. Nodraw is a shader under common. For water/glass, cover whole brush with nodraw, then only the visible faces with a water/glass shader.

CATAHA

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #17 on: April 01, 2009, 05:22:10 pm »
Simple shaders for water:

Top face (surface of water):

textures/pumpstation/water
{
  surfaceparm trans
  surfaceparm nonsolid
  surfaceparm water
  cull disable
  deformVertexes wave 64 sin .25 .25 0 .5
  {
    map textures/pumpstation/water_bluish.jpg
    blendFunc GL_DST_COLOR GL_ONE
    rgbgen identity
    tcmod scale .5 .5
    tcmod scroll .025 .01
  }

  {
    map textures/pumpstation/water_redish.jpg
    blendFunc GL_DST_COLOR GL_ONE
    tcmod scale -.5 -.5
    tcmod scroll .025 .025
  }
  {
    map $lightmap
    blendFunc GL_DST_COLOR GL_ZERO
    rgbgen identity
  }
}

Other faces of 'water' brush:

textures/pumpstation/water_nodraw
{
   qer_editorimage textures/pumpstation/water.jpg
   qer_trans .4
   surfaceparm nodraw
   surfaceparm nonsolid
   surfaceparm water
}
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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #18 on: April 01, 2009, 09:36:35 pm »
alright i think im finally getting it buuuut, does the water and glass only come into full effect once you build/compile your map.  just wondering cuz it looks the same in gtkradiant in the 3d viewer

UniqPhoeniX

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #19 on: April 01, 2009, 11:48:08 pm »
Yes.

lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #20 on: April 01, 2009, 11:57:06 pm »
aight thanks, thats the last thing i was wondering before i attempt to make my first pk3 lol

lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #21 on: April 02, 2009, 03:34:41 am »
well Ive kinda finished my map but realized it would be a disaster for a traditional gameplay lol, so is it possible to make spawns invincible and make winning the game by reaching a set amount of kills?

mooseberry

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #22 on: April 02, 2009, 04:23:08 am »
Not through radiant.
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #23 on: April 02, 2009, 11:47:24 am »
dang, well imma have to do a lot of new work on it then cuz its really unbalanced.  The aliens would probably win without a problem

amz181

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #24 on: April 02, 2009, 04:53:16 pm »
dang, well imma have to do a lot of new work on it then cuz its really unbalanced.  The aliens would probably win without a problem

if i were you, dont bother.

Just start a new map.


CATAHA

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #25 on: April 02, 2009, 08:21:50 pm »
well Ive kinda finished my map but realized it would be a disaster for a traditional gameplay lol, so is it possible to make spawns invincible and make winning the game by reaching a set amount of kills?
Only solution i see - 'stage 3' trigger. On this trigger you can activate brush that smash target team spawns. =]
Russian q3/trem mapping site: http://tremlair.krond.ru/
=[ Boxmaps suck if they have no concept ]=

Ice Trap (InstaGib)

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lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #26 on: April 02, 2009, 09:43:02 pm »
naw lol, i found a solution that wont take too long to add and will still have most of my map intact.   hopefully ill completely finish by next week and can put up a download.

mooseberry

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #27 on: April 02, 2009, 10:34:39 pm »
putting teleports over the spawns basically makes them invinsible
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #28 on: April 02, 2009, 10:44:39 pm »
wish you said that sooner but i already added a new hallway leading to the alien base from the main zone in the map.  I might do that with one spawn of both teams though to prevent camping the main bases lol.  thanks for all this help though.  I never thought id actually be able to make anything in tremulous cuz all the other games ive tried to map for i always have a bunch of errors and problems. 

amz181

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #29 on: April 03, 2009, 08:38:08 pm »
question.

how can you dissable a light emitting texture?