Author Topic: Mapping Problem  (Read 7418 times)

[db@]Megabite

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Mapping Problem
« on: April 16, 2006, 11:02:50 pm »
Hey there,

I just experimented with GTKRadiant 1.5 and Catalyc's tools. I created a basic map with 2 human and alien spawns each, a reactor and an overmind.
The map compiled fine, I did set sv_pure 0 and tried to load it with /devmap testmap.
All I got was an error message: Couldn't find spawn point. And the server crashed. Is there anything more I have to do? Are there more entities that have to be there?

Thanks, Danny
url=http://www.tremulous.info][/url]


OverFlow

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Mapping Problem
« Reply #1 on: April 16, 2006, 11:33:55 pm »
You probably want to add an info_player_start or the 'intermission' entities.  Pretty sure its just complaining that it doesnt know where to place the player when the map loads.

[db@]Megabite

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Mapping Problem
« Reply #2 on: April 17, 2006, 12:59:06 am »
Got it all working now, thanks ;)
url=http://www.tremulous.info][/url]


[EVIL]Unknown

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Mapping Problem
« Reply #3 on: April 27, 2006, 05:08:25 pm »
im having a problem also i have a basic room with a player intermission and an alien spawn and a human spawn...with a light...compiled and when map loads the screen is completely black and it keeps entering game and saying humans win... now none of the spawns or things are touching any brushes so what could be wrong??
url=http://userbars.org][/url]


Vector_Matt

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Mapping Problem
« Reply #4 on: May 03, 2006, 04:47:55 am »
Make shure the spawns have a few units of space between them, the floor, and the wall. The same thing happened to me. :oops:

[EVIL]Unknown

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Mapping Problem
« Reply #5 on: May 03, 2006, 02:32:20 pm »
oh yeah the problem above was solved and no it had nothing to do with being close to the walls as i said above they were nowhere near any walls or brushes.

the problem seemed to be from the path it was saving to and compiling too..

i noticed if i saved it to a different name entirely like if i first saved it as firstmap and tried to resave it it would save but if i tried to recompile it it wouldnt...

so i just saved it completely as something else like map1
url=http://userbars.org][/url]


Vector_Matt

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Mapping Problem
« Reply #6 on: May 03, 2006, 06:43:19 pm »
Quote from: "[EVIL
Unknown"]now none of the spawns or things are touching any brushes so what could be wrong??
You said they weren't "touching", you never said they were far from other brushes.

nostril

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Mapping Problem
« Reply #7 on: May 07, 2006, 11:18:27 am »
I'm having a problem loading my map at all, the game keeps insisting that it "Can't find map maps/example.bsp" even though the bsp is in the correct directory ( tremulous/base/maps/ ). I've got a single spawn for both teams + the reactor and the overmind with both alien and human intermission entities in the map and it compiles fine.

I doubt it's of any help but I'm running gtkradiant 1.4 in arch linux and have compiled the map both with the q3map2 included in gtkradiant and an external 2.5.16 binary offered by Sandy in the gtkradiant setup guide-thread.

Q3map2 does display some warnings in the following manner while compiling:

WARNING: Couldn't find image for shader textures/directory/shader

I somewhat doubt they have much to do with this particular problem.

I've set sv_pure to both 0 and 1 and that does nothing. Loading with /map, /devmap or using a .arena file makes no difference.

What the heck am I missing here?

Vector_Matt

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Mapping Problem
« Reply #8 on: May 07, 2006, 01:37:32 pm »
You need to make a .pk3 file. Just zip the maps directory and rename example.zip to example.pk3. Make sure that the map file is in a maps subdirectory in the zip file.

nostril

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Mapping Problem
« Reply #9 on: May 07, 2006, 02:48:09 pm »
Thanks, that worked wonders. I don't recall Quake 3 requiring for the .bsp file to be in a .pk3 (It's been a while since I worked with it so I may be wrong) and I fail to see why this is required, as it adds an additional step into testing your unfinished map. Ofcourse I can just add a part that does the packing for me into a compilation script.

Unfortunately I ran into more problems, all textures are getting resized to ~1/4 of their original size expect for those applied on patches. Perhaps that has something to do with the warnings about unfound images for shaders(?)

edit: Fixed the problems with textures by using -fs_game base and fs_basepath /path/to/tremulous with q3map2. Now we're getting somewhere 8)

Chomps123

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Re: Mapping Problem
« Reply #10 on: July 27, 2009, 10:48:42 pm »
How do you make a .bsp file?

I can't seem to figure it out.  :(
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Find some time every day to have some fun. ;)

mooseberry

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Re: Mapping Problem
« Reply #11 on: July 27, 2009, 10:58:54 pm »
 ??? ??? ???

Maybe try... building your map?

Oh edit: Did not notice at first, you also made a huge necro in a thread which doesn't have to do with your question, which is EXTREMELY obvious. Nice fail sir!
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CreatureofHell

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Re: Mapping Problem
« Reply #12 on: July 28, 2009, 09:56:01 am »
WHY the huge necro?!?
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