Author Topic: Help with mapping (making the map work)  (Read 8809 times)

Miene

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Help with mapping (making the map work)
« on: October 25, 2007, 04:42:34 pm »
Hi
I have been working on a map in GTR now and now im done and i cant get it working correctly so if anyone could help me out over msn or skype would be great. Im trying to make the pk3 file and i got the file with mapname.arena but it still doesnt show up in the map list. Plz pm me if you can help me.

I tried the thing with /sv_pure 0 and then /devmap mapname and then it loads and the error and they could find any spawns but i have spawn. Is it some kind of special spawn i dont have and should have?

Taiyo.uk

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Help with mapping (making the map work)
« Reply #1 on: October 25, 2007, 05:16:02 pm »
You don't need to pk3 the map for it to work - you can put the .bsp into tremulous/base/maps.  As for the spawn problem try placing the spawns above the ground/floor and away from any other objects. If a spawn is clipping anything solid then it will not be placed when the game starts.

The pk3 structure goes like  this:

Code: [Select]
map-yourmapname.pk3
|_maps
| |_yourmap.bsp
|_levelshots
| |_yourmapname.jpg/tga
|_scripts
| |_yourmap.shader
| |_yourmap.particle
| |_yourmap.arena
|_textures
  |_customtexture1.jpg
  |_customtexture2.tga
  |_customtexture3.tga
  |_etc...

CreatureofHell

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Help with mapping (making the map work)
« Reply #2 on: October 25, 2007, 05:31:25 pm »
You must make sure you have an info_player_intermission in your map.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Miene

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Help with mapping (making the map work)
« Reply #3 on: October 25, 2007, 07:51:37 pm »
Quote from: "CreatureofHell"
You must make sure you have an info_player_intermission in your map.


I have it  :-?

ShadowNinjaDudeMan

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Help with mapping (making the map work)
« Reply #4 on: October 25, 2007, 08:14:38 pm »
If you just want to test it you need:

A sealed enviroment in which there are:

1 alien, 1 human spawns
info_alien_infomission
info_human_infomission
info_player_infomission
No leaks to the void in your brushwork

then compile that using the Toolbar option >> Build >> (Single) BSP -meta

Ingame, pull down console, type

/sv_pure 0
/devmap yourmapname

As for the spawns, make sure none of your spawns (alien, human game spawns) are trapped in any brushes, suspend them above the ground.

Also check that you have ALL 3 INFOMISSIONS somewhere within your map (alien_infomission etc)
My favorite player is Jesus, because everything is forgiven when he respawns.

NOM!NOM!NOM!

Miene

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Help with mapping (making the map work)
« Reply #5 on: October 25, 2007, 08:29:33 pm »
I been trying now to make so they dont say that the spawns leak. What should i do about it even if the fitt perfectly they still leak. And when i push entities they say its only -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- what do they meen with that? And can my floor be to thin?

Taiyo.uk

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Help with mapping (making the map work)
« Reply #6 on: October 25, 2007, 08:40:52 pm »
When you say that your spawns leak do you mean that you get a thick red line drawn from them? If so follow the line to see where your map leaks then seal it.

Floor/wall thicknesses are generally between 8 and 32 units.

Miene

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Help with mapping (making the map work)
« Reply #7 on: October 25, 2007, 08:45:18 pm »
Quote from: "Taiyo.uk"
When you say that your spawns leak do you mean that you get a thick red line drawn from them? If so follow the line to see where your map leaks then seal it.

Floor/wall thicknesses are generally between 8 and 32 units.



And that means? 8 - 32 units ? How cna i check it?

The thick red line goes to the thing i put out such as spawns, reactor and ammory

Thorn

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Help with mapping (making the map work)
« Reply #8 on: October 25, 2007, 08:46:41 pm »
No, it comes FROM there.

Miene

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Help with mapping (making the map work)
« Reply #9 on: October 25, 2007, 08:50:22 pm »
Quote from: "Thorn"
No, it comes FROM there.


Okey then i dont understands whats wrong because i goes down in a solid block.

Thorn

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Help with mapping (making the map work)
« Reply #10 on: October 25, 2007, 08:58:50 pm »
Screenshots in radiant.

Miene

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Help with mapping (making the map work)
« Reply #11 on: October 25, 2007, 09:00:04 pm »
There is printsrc

Samurai.mac

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Help with mapping (making the map work)
« Reply #12 on: October 25, 2007, 09:16:04 pm »
Methinks you've made your floor as a detail brush, I can't remember how you make it structural off-hand though.

Miene

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Help with mapping (making the map work)
« Reply #13 on: October 25, 2007, 09:18:49 pm »
Quote from: "Samurai.mac"
Methinks you've made your floor as a detail brush, I can't remember how you make it structural off-hand though.


And the diffrent is?

Miene

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Help with mapping (making the map work)
« Reply #14 on: October 25, 2007, 09:31:40 pm »
OKey i think i start got it working now i fix one thing and then another roof or foor get lined to so i think i be done soon, so i be back later and tell you how it went.

Taiyo.uk

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Help with mapping (making the map work)
« Reply #15 on: October 25, 2007, 10:34:45 pm »
Detail brushes do not block vis. Brushes must be structural to isolate the inside of the map from the void. Brushes are structural by default, you can change them by brush -> make structural / make detail.

Also, to filter detail brushes in the editor use Ctrl+D (and again to remove the filter). Use view -> filter for more options.

In general use structural to build the overall shape of the map then use detail to "flesh out" the design. Making complex maps with structural brushes will create a huge compile time. Below are two editor shots of the same area with and without details:

Structural only, quick vis compile, easy to hint:

Everything else is detail:

Miene

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Help with mapping (making the map work)
« Reply #16 on: October 26, 2007, 02:56:15 pm »
Im going to port the file here so somebody could fix if for me maybe.

http://www.megaupload.com/se/?d=RHVOZQY0

There but now it stands something with null im going to try to fix it becouse i saw i before.

CreatureofHell

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Help with mapping (making the map work)
« Reply #17 on: October 27, 2007, 08:40:54 am »
I had this problem when I first started mapping. I forget how to fix it...  :-? Do a search on these forums because that is how I found out. Ah yes. After searching I remember that it is usually caused by an entity that is outside of the map. Press L and go through the list checking what you know exists and if there is an entity that does not seem to be in your map delete it.

Quote
Taiyo's second pic


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

Taiyo.uk

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Help with mapping (making the map work)
« Reply #18 on: October 27, 2007, 09:56:15 am »
Hmm, that could be it, but looking at the screeny the floor is detail. Set the floor, walls and ceiling to be structural. Look for where the thick red line ends whenever you get a leak. Also View -> camera -> next leak spot will point the camera along the line towards the leak.

CreatureofHell

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Help with mapping (making the map work)
« Reply #19 on: October 27, 2007, 11:14:01 am »
The map doesn't build unless you have all that kind of leak spots covered.

EDIT- Oh ok. Bad way to fix it though.
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Taiyo.uk

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Help with mapping (making the map work)
« Reply #20 on: October 27, 2007, 11:21:39 am »
...because he built a huge box around the whole map. It's also completely uncaulked and riddled with overlaps and intersections.

Miene

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Help with mapping (making the map work)
« Reply #21 on: October 27, 2007, 12:35:27 pm »
:P  :oops:  Well I just strated with the program  :O

CreatureofHell

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Help with mapping (making the map work)
« Reply #22 on: October 27, 2007, 07:32:23 pm »
And you use detail brushes?  D:
{NoS}StalKer
Quote
<Timbo> posting on the trem forums rarely results in anything good

Taiyo.uk

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Help with mapping (making the map work)
« Reply #23 on: October 27, 2007, 07:50:46 pm »
Well, the overall map appears to be structural so I assume that there's a gap in the brushwork. Time to follow the thick red lines.