HI, im a newbie. Little help plz.


(Flippy) #21

i took a quick look and i noticed two things:

  1. You are using custom textures from area51 map. This could mean that you are not using a clean install (that you have custom map pk3 files in your etmain)

  2. You are making brushes overlap in the corners where two walls meet for example. It deosn’t really matter on this small scale but in a large map it will be a drawback on FPS


(Kic) #22

http://www.drakir.tk/ - look here, click on Files and download source files for maps from Drakir - maps , there are also prefabs
http://www.map-center.com/forums/viewtopic.php?t=74 - links for tutorials
http://www.gamedesign-online.com/index.php?menu=Prefabs&PHPSESSID=2a5de365327b3a66019cb8c0ba09ebc6 - prefabs !!!
http://www.wolfensteinx.com/surface/tutorials.html - tutorials
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=1710 - tutorials - resources


(murka) #23

how do you make a mg point to the right direction?
and i uploaded my map again. it has many new things, have a look plz.


(Flippy) #24

you give it an “angle”.

Select it, press N and press a number on the numberkeypad thingy (left bottom corner)

then you can also specify “harc” and “varc” keys to set the rotation angle (maximum rotation the mg can make untill it’s blocked)


(murka) #25

if i test my maps no scripts or command map is loaded. do i have to make a .pk3 file to test with theese. or how? im using etpro to test my maps because i have bugs in etmain.
i cant make models. if i select misc_model and select any, i get an error and it wont load. do i have to reinstall again?


(Flippy) #26

script:

you have to place a “script_multiplayer” entity in your map (anywehre dont matter where as long as it’s not in the gray “void”). Press N and give it this:
key: scriptname
value: game_manager (never change this, always the same, in each map)

command map:
you need a command map image called “[mapname]_cc.tga” and a shader file for it. Check out the sticky links “ET TUTORIALS AND MAP RESOURSES” the description is in there.

No you don’t need a pk3 to test with these.

ABout etpro, im not sure if this will cause problems but i THINK its best to test in etmain… but again im not sure, might be no problem


(murka) #27

thx for the script help, now it works.
about the command map:
i have the command map file and the shader file, but i dont see any command map. im just worried that the shader file is in the etmain/scripts folder and im using etpro.the command map is in etpro/maps/mymap_cc.tga


(Flippy) #28

the command map should be in etmain aswell… but not in maps

small command map tutorial:

You should replace “mytest” with the name of your map everywhere!!

create your command map image (512512 pixels should be enough) tga file, make sure its dimensions are a power of 2 and that it’s square. (best to just use 512512)

save it in:

etmain/levelshots/ with a name of mapname_cc.tga. So if you’r map was called “mytest” it would be:
etmain/levelshots/mytest_cc.tga

Then open a new notepad file and write this shader in it: (assuming your mapname is “mytest” once again, if it’s not, change “mytest” to your mapname)


levelshots/mytest_cc_automap
{
   nopicmip
   nocompress
   nomipmaps
   {
      clampmap levelshots/mytest_cc.tga
      depthFunc equal
      rgbGen identity
   }
}

levelshots/mytest_cc_trans
{
   nopicmip
   nocompress
   nomipmaps
   {
      clampmap levelshots/mytest_cc.tga
      blendfunc blend
      rgbGen identity
      alphaGen vertex
   }
}

Save this file inside etmain/scripts as “mytest_levelshots.shader” be sure to include the " symbols to avoid windows saving it as “.shader.txt”

Then, open the file “shaderlist.txt” (also found in scripts) and add “mytest_levelshots” to the list, then save it (as .txt)

Then it should work


(Flippy) #29

but you should really read this:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=2189


(murka) #30

ok i want to know now wtf is wrong with the toggle option on func_door_rotating. i make a door put it the toggle option but when i test the game i cant close it. the door is open. no hint that it’s a door.
and i cant test my map anymore, it says “sv_SetBrushModel: NULL”. what does it mean. wtf is going on.


(Flippy) #31

i never tried the toggle function, but sv_brushmodel = null means that there is an unused origin brush somewhere…

combine the two problems and ill bet you anything your door is not a func_door yet :wink: you probably forgot to select it and only selected the origin brush or seomthing… that’s what will cause both problems.


(murka) #32

yes i found the unused origin brush. but the door has the origin brush. otherwise it would spin like hell. it spins correct but i cant close it. i want to make a door that has a toggle open like in battery(the little door near the axis spawn where you can get up from the basement. I’m making a map of my school and i need to make a toggle door on the roof. even if i make a toggle door with a func_invisible_user it wont close if i press the button again. maybe if i will make 2 delays (1 for opening and the other for closing) and try if it closes by the second delay. so if the toggle wont work. i should like read the battery map and find it out myself, right? my map is here. another problem i have is a texture not showing up in wolfenstein ET. i have 5 custom textures. 1 is the school logo near the enter of my school. it shows up in gtkradient but not in wolfenstein. i really like to have it in my map. i think thats all of my questions. schoolwork is hard and i have little time to make my map.ˇ

edit:nvm the texture thing. i had a typo in the size of the pic. Wow i didn*t know that if you have a wrong size the texture wont show up. O and i dont have the .map file of battery. only of goldrush. where i can get a .map file of battery to learn its toggle door


(Flippy) #33

triple post, yay


(Flippy) #34

triple post, yay


(Flippy) #35

what do you mean with toggle door? I thought you meant a func_door_rotating with spawnflag “toggle” but now im not sure?

It says in the entity description of func_door_rotating:
TOGGLE - requires beeing triggered (by scripting) before closing

But you want a door like the hatch in battery? you can only do it with scripting afaik…

here’s a little test map + script to show you how to do it…

Map: (copy/paste into notepad and save as “hatchtest.map” (including " ") in etmain/maps… (check that notepad didnt save it as “hatchtest.map.txt”!!)

http://www.fragland.org/nick/hatchtest.txt

script: (copy/paste in notepad and save as “hatchtest.script” (including " ") in etmain/maps)


game_manager
{
	spawn
	{
		wm_allied_respawntime 1 // Easy testing :)
		wm_axis_respawntime 1
	}
}

hatchbutton
{
	spawn
	{
		wait 400
		accum 0 set 0		// Initial state = closed (0)
	}
	
	trigger main
	{
		trigger hatchbutton open
		trigger hatchbutton close	// Trigger both open and close functions
	}

	trigger open
	{
		accum 0 abort_if_not_equal 0	// only continue if accum 0 = 0, if the hatch is closed
		resetscript
		trigger hatch open
		accum 0 set 1			// The hatch is open now, accum 0 = 1
		wm_announce "Ventilation shaft hatch opened!"
	}

	trigger close
	{
		accum 0 abort_if_not_equal 1	// Only continue if accum 0 = 1, if hatch is open
		resetscript
		trigger hatch close
		accum 0 set 0			// The hatch is closed now, accum 0 = 0
		wm_announce "Ventilation shaft hatch closed!"
	}
}

hatch
{
	spawn
	{
	}

	trigger open
	{
		playsound sound/movers/doors/door5_open.wav
		faceangles 0 90 0 1500		// Rotate the hatch entity (script_mover)
	}

	trigger close
	{
		playsound sound/movers/doors/door5_close.wav
		faceangles 0 0 0 1500		// Rotate the hatch entity (script_mover)
		playsound sound/movers/doors/door5_endc.wav
	}
}


(murka) #36

ok. now i have another problem. i have a button that makes the allies win. i just made my player_deathmach into axis and allies spawns. all works until i press the button. i get an error saying couldnt find a spawnpoint. the button worked if i had player_deathmatch. why not now. btw how do you get a func_button. i only have a func_invisible user


(Flippy) #37

you always need an info_player_deathmatch ,as it jumps to that viewpoint when your map ends. You dont have to make your player_deathmathc INTO the axis/allied spawns, just create allied/axis spawns alongside the info_player_deathmatch

you get a func_button using updated entity definitions… search the forum for “updated entity def” dude, its all been asked before :wink: same about battery map, search for “decompiling”


(murka) #38

found 1400 topics. u think im crazy to look all of them. i dont have time. plz give me a link or sth to the entity def.

my map is almost done. i only have to make a obj like stealing radar parts. but i havent found a working tut. can anybody plz give me a link to a tut of stealing obj. then i can start on my next project that is more fun.


(=PoW= Kernel 2.6.5) #39

EB has a bunch of tutorial maps on his site.
They include everything you need (like the .map files) inside of a .pk3 file.
You can download those, unzip them and see how things are done by opening his .map file in GTKRadiant.
http://www.spyjuice.com/tutorials_et.html

The updated entities are from Erik and can be found here:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6243&highlight=entities


(Flippy) #40

Murka, you’ve got to understand that mapping is a painfully slow progress sometimes and you need to have a lot of patience for it… if you can’t even bring up the patience to find yourself the updated entity definitions, you’re not going to get very far… You can’t expect everyone to hand you 300 links on a golden plate everytime you ask.