I'm such a newb...


(Sci-n-tist) #1

I am really enthused about designing levels but I seem to be having alittle trouble making maps (a single room rather).

Okay so this Quake 3 tutorial is included in the map editor for ET, except it seems to be lacking in information.

  1. How do I make my own textures? I mean I know how to make a texture but where and how do I save it so it shows in the textures drop-down menu.

  2. How do I compile this simple room I make…and what do I need in it to make it work as a map (beyond a meta compile the program terminates). Also is there a way to run through my map to test it (the devmap doesn’t seem to work…maybe I don’t have my directories set up right, but then that brings me back to my first question on how my textures are saved and packaged.)

I suppose that should be enough to get me going. The help will be greatly appreciated and I plan to give back big-time to the ET community with some maps I got in mind.


(thegnat) #2

Have a look at the Sticky, provided in this forum: TUTORIALS AND ET MAPPING RESOURCES
That will surely help you in many questions.

Custom textures should go into etmain/textures/yourmapname and if you need a shader for your texture to set up properties that differ from default, create a .shader and put it into etmain/scripts.

For testing:

\sv_pure 0
\g_gametype 2
\devmap yourmap

Good luck and much patience!


(EB) #3

If you still have problems…don’t be shy. Below I placed a link to a single room tutorial and then I placed in a post I made to someone on Marko’s forums for .pk3 making.

First room with instructions on running the map

Building PK3’s;

  1. ( foldername ) //create main folders - will be the main directory
  2. [ subfoldername ] //this will be a folder inside the main folders - will be a sub-directory
  3. <filename> //add these files to the folders - will be the destination of the path
    replace mapname with your map’s name and remove the <'s and ('s and ]'s

======(maps)
<mapname.bsp> //main map file for the game engine
<mapname.script> //the scripting that allows obj.'s and dyn. obj.'s
<mapname.objdata> // seen on the limbo screen to instruct players
<mapname_tracemap.tga> //used by the game - created in devmap mode by typing \developer 1 :enter: \generatetracemap :enter:

[mapname]
<all of the lm_####.tga files> //the -light process makes these

======(scripts)
<mapname_levelshot.shader> // for picture seen on the loading screen
<mapname.arena> //tells the game certain things look at one
<any other shaders needed for textures > //self-explained

======(levelshots)
<mapname.tga> //used within mapname_levelshot.shader to make CM
<mapname_cc.tga> //same as above (CM = command map)

======(textures)
[whatever subfolder you may need as directory]
<filename>
\EXAMPLE:
\ textures/props/board_m01.jpg - this path would lead the game to find
\ he board_m01.jpg
\so that structure would be like this;
\
\(textures) //main folder
\[props] //folder inside main folder
\<board_m01.jpg> //image file that is inside the folder “props” of which that folder is inside the main folder “textures”
\it is likely that you will need several subfolders/subdirectories

======(sound) :not really needed:
[scripts]
<mapname.sounds> //sets the synchronicity between the scripting and the VO .wavs - too much to explain here

[vo]
[mapname]//normally the map’sname but this depends on the .sounds file
news_mapname.wav //news to listen to
[allies]
<.wavs you want to use- associated with the .sounds file and scripting>
[axis]
<.wavs you want to use- associated with the .sounds file and scripting>
[general]
<.wavs you want to use- associated with the .sounds file and scripting>

======(models) //:not really needed: unless you have models that you would need to add to the .pk3 because the game wouldn’t have them
[whatever directory/subfolder]
[whatever child folder of first subdirectory/subfolder - a subfolder of a sub-folder]
<filename.md3>
<filename.jpg> //used to make the model specific; like with a flag

//EXAMPLE - models/mapobjects/flag/flag_allied.md3
//which also needs - models/mapobjects/flag/flag_allied.jpg // this will make it allied

---------------------------------OK, NOW THAT WE HAVE THESE FOLDERS SETUP, WE CAN BEGIN TO MAKE IT A .PK3---------------------------------

  1. Open Winzip - http://www.winzip.com/
  2. Drag and drop the maps folder into Winzip
  3. Create the save path and name of your .pk3
    //EXAMPLE : C:/documents and settings/joeschmoe/desktop/mapname.pk3
    //At the end of the path that winzip wants you to finish - type in your
    //map’s name and add.pk3 to it’s end. Try to make sure you understand
    //where your .pk3 is going to be saved - watch the path carefully.
  4. Doubleclick the file to open it and drag and drop the other main folders in and just click add.
    you can do all folders on the 2nd step

Now remember - there are so many variables for the .pk3 file and this is just a general writeout for an understanding of the .pk3 . You may want to disect someone’s .pk3 to gain more of understanding of what I say in this tutorial.

You DO NOT NEED all of the main directories for a working map!!!
There are more directories and sub-directories that can be added along with additional files—>such as gfx/limbo/cm_newwall.tga - which you would make.
More files that can be added: last man standing script or even your own campaign.

-Cheers


(Sci-n-tist) #4

Thanks for all the help. Wow looks like you guys gave me a great deal of stuff…thanks. I did read through the threads that sticky has at the top but I guess I couldn’t summize how to make the textures appear in the editor.

As far as the compiling crashes I’ll have to give you guys a paste of the log…sorry I’ve been busy at work so I don’t have it to post at the moment.

But again thanks for all the help.