Author Topic: Tremulous Mapping Guide Splitoff  (Read 40410 times)

DarkRogue

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Tremulous Mapping Guide Splitoff
« on: May 19, 2006, 04:56:23 pm »
Query: Whats gone wrong when you reach the end of the 1.2 setup and after it gives you the wanna send an error report you restart GTK and get asked for both the engine and the qe4 file again (thus repeating the error box time and again)

/edit
also the IKKA textures are dead links since gamespy reorganized their file structures, likewise with evils home on gamespy, people need to head to evillair.net (his personal site) to get his textures.
n game name: Xiane

Jex

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« Reply #1 on: May 19, 2006, 08:01:11 pm »
I have made a few small changes to the 1.2.13 guide including the addition of: The "gametools" directory.

It might be a good idea to follow the guide again from scratch but I suspect that if you create the gametools directory and make sure your trem.game file is pointing to it that the engine problem will be resolved.

DarkRogue

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« Reply #2 on: May 26, 2006, 04:59:37 pm »
Another query for you Jex, this time about the 1.4 setup. the bsp commands go in the default_proj.proj file right? And knowing a bit about coding they likely have to be inside the project - /project area, now the question remains how should these look? Will it work if I copied the BSP commands from the qe4 1.2 file into the .proj file or do they need to be enclosed in the sharp brackets like the other lines in the proj file are?

ie. will:

Code: [Select]
"bsp_Q3Map2: (ASE convert) BSP -meta -patchmeta -subdivisions 3" "! C:\Program Files\Tremulous\Radiant\q3map2 -v # -meta -patchmeta -subdivisions 3 $"

work?

or does it have to go something like:
Code: [Select]
<bsp_Q3Map2: (ASE convert) BSP -meta -patchmeta -subdivisions 3" "! C:\Program Files\Tremulous\Radiant\q3map2 -v # -meta -patchmeta -subdivisions 3 $>

to work?

Or is it something else entirely?
n game name: Xiane

DarkRogue

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« Reply #3 on: May 28, 2006, 04:13:32 pm »
*Gives this a bump hoping JEx or Catalyc will answer*
n game name: Xiane

Catalyc

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« Reply #4 on: May 28, 2006, 04:30:35 pm »
TBH I wouldn't recommend anyone to use radiant for compiles, but thats just me :P

If you're on win32 check out Q3map2Build, you will also need to download the latest q3map2 exectuable since the one packaged with q3map2build doesn't seem to work.
ttp://tremmapping.pbwiki.com/

DarkRogue

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« Reply #5 on: May 28, 2006, 04:50:58 pm »
Thanks Catalyc :)
n game name: Xiane

Jex

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« Reply #6 on: June 16, 2006, 07:12:24 am »
I have created a small tutorial about Vis and Hint Brushes:

http://tremmapping.pbwiki.com/Understanding%20Vis%20and%20Hint%20Brushes

(other examples available here: http://tremmapping.pbwiki.com/Mapping%20Guides%20and%20Tutorials)

I'm planning to put together something for people (like me) who prefer to compile their maps from the Build menu within GtkRadiant. We'll see if free time and motivation coalesce any time soon! :D

Dragoon

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« Reply #7 on: June 17, 2006, 02:23:16 am »
Ok jex can u send me and email with everything done to it
my email is wheremypeepsat101@hotmail.com :D
ax

Chaom

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« Reply #8 on: June 20, 2006, 03:56:59 am »
You know what that wiki needs... a straight tutorial. Why dont you "borrow" some ideas from the quake build a simple room tutorial (not sure where that is, its linked to in some thread) and then add on the end and make it exactly how to make a simple tremulous mod.
n the beginning, there was nothing. And God said: "Let there be light!" And there was still nothing, but you could see it. -Unknown

[UG]Plague

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« Reply #9 on: July 06, 2006, 07:54:10 pm »
Before I embark on a fruitless voyage to make my own maps, just how easy (or difficult depending on the case) is it to use GTKradiant?  For someone like me, with no programming skills specific or unspecific to Tremulous, and no animation or modelling/rendering skills.  I just want an idea of the tool to decide whether it's even possible with me.

DarkRogue

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« Reply #10 on: July 07, 2006, 03:17:43 am »
heh mapping is a whole seperate skill set...modelling comes close but not quite. It's easier than unrealed but harder than Qoole 2.5 was for q2.

Once you get use to the shortcuts and dos/don'ts of mapping is rather easy to learn.
n game name: Xiane

Stof

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« Reply #11 on: July 07, 2006, 09:13:45 am »
Quote from: "DarkRogue"
It's easier than unrealed

In my opinion, GTKRadiant is MUCH harder than Unreal Ed and takes much longer to produce a good looking map. Then again, Unreal Ed was the first 3D level editor I used since Doom :)
urphy's rules of combat
8 ) Teamwork is essential; it gives the enemy someone else to shoot at.
18 ) Make it too tough for the enemy to get in and you can't get out.

DarkRogue

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« Reply #12 on: July 07, 2006, 08:17:10 pm »
heh unrealed was an absolute horror to use until I got the editors choice version of ut2k4 with the vid tutorials to explain what the heck one had to do to even make a room.

Sadly unrealed tutorial sites are rather...sparse.
n game name: Xiane

Mirsha

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« Reply #13 on: July 07, 2006, 11:32:16 pm »
Quote from: "[UG
Plague"]Before I embark on a fruitless voyage to make my own maps, just how easy (or difficult depending on the case) is it to use GTKradiant?  For someone like me, with no programming skills specific or unspecific to Tremulous, and no animation or modelling/rendering skills.  I just want an idea of the tool to decide whether it's even possible with me.

It's not too bad I would say. It does have some gimmicky things you need to work out through trial on error on your own but it's general not too bad. I still sometimes struggle with modeling brushes that I want to be shown with angled vertexes as sometimes what you want to do causes the brush to disapear since you are trying to do something which turns the brush into a concave one. Most of these issues can be resovled by just making the brush a bit shorter, adding a second brush onto the end to achieve your goal and merging them which is an example of the sort of trick you might need to grasp at on our own.

Reading through as many tutorials online as you can find it highly recommended before you start and after your first piss about to keep things locked in your head. I know I've learned a shit load of things and have a great respect for the other mappers who have contributed to Tremulous because of it, as well as a new angle to attack some maps from a techical viewpoint. I quite like actually knowing why Transit for example is so fucked up in the central section from a technical viewpoint as it helps you to understand how to avoid it in your own creations.

PIE

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« Reply #14 on: July 10, 2006, 01:45:18 am »
So I decided to give this a shot and followed the 1.5 install guide.. and it doesn't work.
It says it needs a synapse.config in trem.game/

Jex

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« Reply #15 on: July 14, 2006, 04:36:45 pm »
Not sure why 1.5 was asking asking for synapse.config but you can download the file from the 1.4 installation guide and try to use that.

DIGI_Byte

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« Reply #16 on: July 27, 2006, 02:18:50 am »
will func/destructable be available in GTKR for trem.

Bajsefar

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« Reply #17 on: July 31, 2006, 01:18:54 pm »
This is marvelous! i will start mapping as soon as i learn to map 3d games (which i have no idea of, since i have never dabbleled in 3d.)!

RedGuff

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« Reply #18 on: August 15, 2006, 04:50:47 pm »
Quote from: "DIGI_Byte"
I need a glass texture

Hello.
Uncreation (near the corridors), KarithStation, Niveus Outpost and more have glass texture. Some are beter than other. (Triangle shape may be useless for you.)
Fumer tue !

holyknight

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« Reply #19 on: August 30, 2006, 04:46:49 am »
hello, I have a question.
In here, there are the links to download, right? But it said Win32, and my comp is WinXP
Anways, I downloaded it anyways because I thought it would work anyways, and i did everything it said me to do. But then it didn't work. Does this mean that the file is only for Win30? If so, where can I get one for WinXP?
PS. I downloaded GtKRaidant 1.4 because it said that GtKRaidant 1.5 isn't done yet...

PPS. I forgot to mention, in the select game secton, the "Tremulous" thing didn't show up.

Vector_Matt

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« Reply #20 on: August 30, 2006, 02:17:11 pm »
Quote from: "holyknight"
But it said Win32, and my comp is WinXP
Win 32 means a 32 bit Windows system. The only 64 bit Windows is Vista, which is not commercialy available yet, and I think 64 bit OSes can support 32 Bit apps.

vcxzet

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Tremulous Mapping Guide Splitoff
« Reply #21 on: August 30, 2006, 02:21:28 pm »
Quote from: "Vector_Matt"
Quote from: "holyknight"
But it said Win32, and my comp is WinXP
Win 32 means a 32 bit Windows system. The only 64 bit Windows is Vista, which is not commercialy available yet, and I think 64 bit OSes can support 32 Bit apps.

I thought there were XP&2003 64bit

Vector_Matt

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« Reply #22 on: August 30, 2006, 02:36:32 pm »
Quote from: "vcxzet"
I thought there were XP&2003 64bit
It sounds familiar, so there might be, but 64 bit OSes are nearly imposible to get without knowing you got one.

[db@]Megabite

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« Reply #23 on: August 30, 2006, 05:06:58 pm »
There is on WindowsXP Professional x64-Edition... but it severely sucks at driver support and game performance. Had it installed on my machine for two weeks and sold it right away...

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


Kabutak

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HELP!!!
« Reply #24 on: August 31, 2006, 10:32:30 pm »
guys...I did all I was told to do...but the radiant cant use pk3 files!!! what did I do wrong???

holyknight

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Re: HELP!!!
« Reply #25 on: September 02, 2006, 09:28:08 pm »
Quote from: "Kabutak"
guys...I did all I was told to do...but the radiant cant use pk3 files!!! what did I do wrong???

http://bubba.planetquake.gamespy.com/pk3.html

Kabutak

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shit...
« Reply #26 on: September 04, 2006, 02:39:49 am »
ok...now what...i cant save as .map...so...what do i do to open an existing map...

Wurschtl

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Jumpheights
« Reply #27 on: September 05, 2006, 02:09:54 pm »
Hi,
Thanx for the Mapping guide. There is a section with the actors dimensions. Maybe you could also add Jumpheights and maybe some function like
f:N->NxN : Angle -> (Jumpheight, Jumpdistance) for a Dragoonpounce at maximum charg.

Wurshtl

DIGI_Byte

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Tremulous Mapping Guide Splitoff
« Reply #28 on: September 06, 2006, 06:29:18 am »
well jex, im curious can you explain somewhere of how models work Exactly with the map and .pk3 file

Jex

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« Reply #29 on: September 07, 2006, 12:11:48 am »
no, but if you tell me what you're trying to do i can probably help