This is something you really need to ask the maker of Easygen. We don’t support this product.
Sock
Feel the :moo:
This is something you really need to ask the maker of Easygen. We don’t support this product.
Sock
Feel the :moo:
Just some more questions:
How can I create a button + door, when I press the button, the door must open/close?
How can I create a door like in Battery, where you have a generator. When it’s fixed, the door is closed, when it’s broken, the door is open.
And, how can I create mountains?
Theisy, doesnt it say Standard or q3map2 under templates??
Cause standard is a vertix lit terrain and Q3Map2 is a lightmapped terrain template.And with preview u get to see how the shader for the terrain will look like.
No 
[EDIT] Problem solved, I hadn’t created the file with the templates in :banghead:
I followed the tutorial at,
http://www.hummerdesign.com/tutorials/et_start.html
but i came to the same problem others have had when
trying to demo the map. The map begins to load but
remains at ‘awaiting gamestate…0’ for me.
i tried to compile the bsp in differently then mentioned
in the tutorial but it the same error appeared.
does anyone have a solution to get that small tutorial
to run in et properly?
i’ve followed all of the directions in this thread, but ET is still freezing up when i try to enter the limbo menu.
mewse I took a look at your map and there was not anything immediately strange about it however I did lock up also when I tried to enter limbo.
I loaded two of my test maps and in both there was an entity called “func_group”. You did not have that entity in your map. I never added them (at least not intentionally) so I am not sure if somewhere in the mapping process it was added automatically for me. This will require some expert advice from someone else.
I found this in the manual but is just Greek to me. It sounds harmless enough:
func_group
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: This is not an entity. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
Notes
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.
If that is not the problem then perhaps it is because the map is so small and the team spawn points are so close together that is causes issues? Try making a larger test map?
Make sure the coordinates for max and mins in the world spawn are a perfect squre, and that they are slightly bigger than the map itself.
Make sure the coordinates for max and mins in the world spawn are a perfect squre, and that they are slightly bigger than the map itself.
His are.
i solved my problem.
i had put the coords in with commas separating the values.
apparently the syntax calls for only a space
hi jim,
thanks for taking a look at my map, i’m fairly sure i know what func_group is, and i’m near 100% sure that it gets discarded during the compile process (“it isn’t an entity”).
i’ll see what happens when i start from scratch with a bigger box, i guess that could be the issue.
Just one more question,
Say that I have a huge brush, but want to make a small hole in it. How do I do that? Cutting something out?
Just one more question,
Say that I have a huge brush, but want to make a small hole in it. How do I do that? Cutting something out?[/quote]
No one? I’d like to start mapping but I can’t without answers to those questions :blah:
heh…
young man you ask alota questions! he he ha ha
you need to get schooled, learned, edumacated…
those questions would take pages to answer, many of which are in the Radiant documentation, or in other program docs, for instance EasyGen terrain editor has it’s own documentation… and is an art in itself!
there’s your answer… heh… don’t get flustered… it’s not like chewin’ gum.
my question is… lol … my ladder shader don’t work, how do I fix it!
ah, the little done, the vast undone.
To make mountains get easygen and make a terrain using that although it doesn’t work for me 
To make a hole in the brush I think you have to make 4 seperate brushs
i.e.
111112222222222
111112222222222
11111 3333
11111 3333
11111 3333
11111 3333
111114444444444
111114444444444
With 1 being brush 1, 2 being brush 2 etc etc etc
I hope you understood that
On the topic of easygen:(for anyone who might be using it)
After I import my terrain from easygen into SdRadiant, set a spawn, a light source, and try to compile (bsp -meta) I get an error of:
— FaceBSP —
0 faces
1 leafs
— MakeTreePortals —
************ ERROR ************
Backwards tree volume
What the heck’s this mean? I’m new to this so it’s probably something simple. Any help will be greatly appreciated.
premiumjones, I have not had much time with the ET Editor but knowing Worldcraft “leaf” refers to a leak in your map. As a quick fix perhaps make a box around your whole map and make the box hollow. Try recompiling now.
I could be completely wrong about it’s meaning. I am GtkRadiant newbie.
Instead of learning a lot of important things I have been wrestling with terrain editors! Argh about to give up on EasyGen.
Jim:
Thanks, that solved it.
EasyGen worked pretty good for me after I ran through these tutorials.
http://www.planetwolfenstein.com/tramdesign/tutorials/tut_easygen.html
http://www.planetwolfenstein.com/tramdesign/tutorials/tut_easygen2.html
My problem is that everything looks great in EasyGen and GtkRadiant but when it comes time to compile I get errors about not being about to find the images that make the textures. Sounds like it is a shader issue with the terrain shader that EasyGen created.
The tutorials don’t cover this but EasyGen was not able to see any ET textures at first. I extracted the ET textures from the pak0.pk3 file so I can use them with EasyGen and put them in “Wolfenstein - Enemy Territory\etmain extures”. Was this correct?
Thery are not errors, they’re warnings
WARNING: Couldnt’ find image for shader bla bla bla
WARNING: Couldnt’ find image for shader bla bla bla
WARNING: Couldnt’ find image for shader bla bla bla
WARNING: Couldnt’ find image for shader bla bla bla
There is a lot of difference between an error (kills the alghoritm) and a warning (“hey user, take a look here!”)
So you can ignore these WARNING messages, they have never caused a map to fail the compile process, if I do remember, they refer to the missing qer_editorimage keyword, so that you can see an image for the shader in Radiant… but you will never want to see the metashaders in the Radiant texture window.
i have a question about mesh and terrain.
I am a modder from C&C Renegade, and i worked with gmax for a long time. I know Gmax has game x-pack to make mesh and stuff for specific games. Gmax has a Quake md3 exporter. I would like to know if i can export the m3d stuff from gmax and use them in ET? and can i also make my terrain mesh in gmax, export as md3, then apply texture stuff in SD editor?
this would really help me. thats about 2 years i didint make a map for RTCW with gtk radiant and im very rusted with this editor.
If you wanna take a look on my renegade to red alert2 convertion go there:
http://creations.cnc-fr.com/index.php?id_rub=7
