Author Topic: Mapping Q & A Thread(if you have a mapping question look here)  (Read 57917 times)

lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #60 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

your face

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #61 on: May 20, 2009, 05:31:36 am »
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.
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Taiyo.uk

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #62 on: May 21, 2009, 10:43:29 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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #63 on: May 21, 2009, 09:49:38 pm »
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.
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seeeker

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #64 on: May 21, 2009, 10:29:45 pm »
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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #65 on: May 21, 2009, 10:51:12 pm »
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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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #66 on: May 24, 2009, 07:11:42 pm »
i can haz sticky topic soon? :P
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fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #67 on: May 24, 2009, 07:20:59 pm »
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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #68 on: May 24, 2009, 09:22:25 pm »
???
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fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #69 on: May 24, 2009, 09:52:15 pm »
???

a convator belt that moves...like in your map cruz exports....
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your face

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #70 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
« Last Edit: May 24, 2009, 10:05:10 pm by your face »
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lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #71 on: May 24, 2009, 10:47:22 pm »
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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #72 on: May 24, 2009, 10:56:53 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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #73 on: May 24, 2009, 11:17:20 pm »
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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #74 on: May 24, 2009, 11:43:04 pm »
because you're using sv_pure 0
« Last Edit: May 25, 2009, 12:43:02 am by Archangel »

lol

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #75 on: May 25, 2009, 12:37:10 am »
so if i finished my map and it was played in regular mode it wouldnt be the pizza box?

mooseberry

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #76 on: May 25, 2009, 01:16:27 am »
no
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fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #77 on: May 25, 2009, 01:32:58 am »
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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #78 on: May 25, 2009, 03:50:10 am »
Didn't you read the readme? :D
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fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #79 on: May 25, 2009, 06:26:32 am »
Didn't you read the readme? :D


yes :d but i skimmed it i didnt read it xD
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fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #80 on: May 26, 2009, 11:30:13 pm »
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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #81 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.

fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #82 on: May 27, 2009, 02:03:40 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

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #83 on: May 27, 2009, 02:26:20 am »
You could just use models for the bodies...
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Archangel

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #84 on: May 27, 2009, 02:36:36 am »
md just shoots wads of (depleted?) uranium. :]

Demolution

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #85 on: May 27, 2009, 05:21:13 am »
Is there supposed to be a glass shader in my common shaders?

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fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #86 on: May 27, 2009, 08:07:30 am »
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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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #87 on: May 27, 2009, 10:30:16 pm »
where would i go about for a fog texture?
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CreatureofHell

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #88 on: May 28, 2009, 07:41:16 am »
Transit has one
{NoS}StalKer
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fleash eater

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Re: Mapping Q & A Thread(if you have a mapping question look here)
« Reply #89 on: May 28, 2009, 10:34:57 am »
i can't find :s, what would it be called? "fog"?
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