2 questions.


(FireMage) #1

Hey guys, im fairly new to creating maps. But im learning fast.
Can you add prefabs/textures to your gtkradiant library?
And do you guys know any good scripting tutorials?
Caus i searched the forums, but a load of the tutorials are outdated or deleted.

Thanks in advanced.

[UAF]FireMage


(-SSF-Sage) #2

You can store your prefabs as a separate map file in your maps folder, just like the whole map file. You can add the textures to your textures folder in your MAPPING installation. When you will need to release it for testing etc. you just need to put the used ones into your pk3 file. Radiant can find them if they are in pk3 too. ALWAYS use a new clean installation of et and keep it mapping and testing them only.

For scripting there’s two good sites that I will mention. Scripting reference is a good site where the scripting commands are listed, or you can just use the scripting program named etscript (search from the forum…). Also you can learn the basics from here.
Just read it as many times until you understood it. That’s what I did, then start to look at other scripts and think how they work and test stuff.


(FireMage) #3

Ok thank you.

Only i dont understand the texture/prefabs part. Sorry im a real noob in this all.

Thanks for the tutorials though, i’m beginning to understand it quite now.!


(S14Y3R) #4

Hi, scripting is best learned just reading tute’s, and other map scripts and you’ll eventually figure out what’s going on :stuck_out_tongue:
oh, and g_scriptdebug 1 ;run your script till it doesn’t work, then /condump console_dump.txt :slight_smile:

-prefabs

For personal prefabs, what you do is build what you want to have as prefab, whether its a complex light sconce, or a shelf with items on it, its still the same. What you do is select all the brushes you want, and select file/ “save selection as…” and only what you have selected will be saved to this new map. Then you just use file/import to bring it into your “working” map.

If its a simple 3 brush thing, you can hit space to “clone” what you have selected. This technique is handy for everything from lamps to stairs.

-custom textures
when you extract the pak0.pk3 in /etmain(if you haven’t done that, do that; with winrar/7zip) you’ll see in the /etmain/textures folder how they organized their textures. So what you do is create a folder in there with “yourmapname” and when you go to pack the pk3/for beta/testing you only need to grab your folder for redistribution. At the same time, you need to add “yourmapname” to the bottom of your shaderlist.txt, its in your /etmain/scripts/shaderlist.txt

Now you can create your shader file, named “yourmapname.shader” and start using custom shaders too. (Do a search on shaders, you’ll find loads of info) Once nice thing with custom shaders is you can create new effects with the default textures already there. :stuck_out_tongue: I’ve spent many hours playing with alphashadowed blood, and lighting autosprites for example.

gl in your study